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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic histories and adventures worthy to 
  be tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the cleric class. Here we have a brief 
  discuss of his abilities and powers, focusing on class 
  gameplay. Additionally, are presented here new class 
  options to players that consider the class options 
  presented in the Player’s Handbook doesn’t fit on the 
  concept they pictured to their characters. 
  The player would like to live a pyromaniac cleric with 
  the Fire Domain. A waterborn cleric with the Water 
  Domain. A pathfinder cleric that have the Travel 
  Domain to help him in his long journeys. Or yet a 
  worshiper of the shadow deities and owner of the 
  Darkness Domain. 
  At this supplemental rulebook are presented ten new 
  divine domains. Certainly, one of than will fit the 
  concept you imagine for your cleric. Explore all the 
  possibilities and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  January 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE CLERIC 
  The clerics are not mere priests or fathers that preach 
  on churches or try to spread the name of their gods in 
  great pilgrimage. They are straight agents of deities 
  among the mortals capable of make miracles through 
  divine power shaped in magic. 
  Your abilities are not natural or inherent. It comes 
  from your devotion to a deity and you can lose this gift 
  if you did a serious transgression against the dogma 
  and teaching of your church or doctrine. The more 
  zealous and devoted you are, more chance you have 
  your god give you power even greater. 
  A high priest can be either a zealous renamed devout 
  or a powerful cleric and straight agent of the divine 
  power in the Material Plane. 
   
  CLASS FEATURES 
  As a cleric, you are a spellcaster that gain your power 
  through the grace of your patron deity. Your ideologies 
  and dogmas vary widely, and the choice of your domain 
  have a great influence on the way you see the world. 
   
  SPELLCASTING 
  Your main and most powerful feature is the ability to 
  cast divine spells. With a concept focused on protection, 
  buffs, and recovery than destruction, your spells are 
  very useful to your party in your long journey. 
  Your cantrips let you always have your magical 
  ability as your advance on your adventures. While the 
  most powerful spells you have should be used wisely 
  because it will be crucial in the hardest moments. 
   
  DIVINE DOMAIN 
  Your divine domain is responsible for great part of your 
  personality. It define as you see the world and gives you 
  many powers that let you even more bonded to the 
  aspect of this domain. Are presented seven divine 
  domains in the Player’s Handbook. Here are presented 
  more ten new slopes of this class feature, allowing a 
  cleric of certain deity of the wide Forgotten Realms 
  pantheon to have a better chance to choose a domain 
  that fit in the concept of his god. The new divine 
  domains are presented in the final of this brief 
  description of the cleric class features. 
   
  CHANNEL DIVINITY 
  In addition to your divine spellcasting ability, you can 
  channel divine power to produce single effects. At first, 
  you can rebuke profane creature through your faith and 
  devotion in your deity. However, your divine domain 
  gives you new forms to use the energy of your faith in 
  your benefit. 
   
  ABILITY SCORE IMPROVEMENT 
  Increase your Wisdom score is naturally the best choice 
  to make when playing a cleric. Wisdom defines how 
  hard is to bypass your spells, and interferes in many 
  effects of your divine domain and raw power of certain 
  spells. However, there are feats that can increase your 
  versatility or improves focus in any aspect that you 
  wish to elevate on your character (see chapter 6 on 
  Player’s Handbook). 
   
  DESTROY UNDEAD 
  As you became stronger, you became a fearless foe when 
  face the walking dead. Very weak undead have no 
  chance against powerful clerics, turn in to dust when 
  the cleric raise his holy symbol and utters his words of 
  faith and devotion. 
   
  DIVINE INTERVENTION 
  When you reach certain importance inside the clergy of 
  your religion, you can pray to your god for his direct aid. 
  If you are a zealous and deserved adept, you have a 
  chance your god look after you and intervene directly by 
  you. 
   
  DIVINE DOMAINS 
  At this supplemental rulebook are presented ten new 
  divine domains you can choose instead of the divine 
  domain presented in the Player’s Hanbook. The Air 
  Domain, the Creation Domain, the Darkness Domain, 
  the Earth Domain, the Fire Domain, the Mind Domain, 
  the Prophecy Domain, the Time Domain, the Travel 
  Domain, and the Water Domain. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  AIR DOMAIN 
  Air is one of the most important elements for most life 
  forms. Gods with the Air Domain are usually soft and 
  light, but can become stormy and unstable in moments 
  of rage. The winds reflects the temper of the gods who 
  control it, and the clerics that worship those gods 
  usually have a similar behavior. Many airborn 
  creatures worship gods with the Air Domain, specially 
  the aarakocra, airborn humanoids native from the 
  Plane of Air. Aarakocra priests can control virtually all 
  the plane with the permission of their gods and the 
  Wind Dukes of Aaqa.  
  The Air Domain are owned by gods like Aerdrie 
  Faenya, Bahamut, Auril, Shaundakul, Valkur, and 
  other gods with influence on the Plane of Air or the 
  upper planes. 
   
  AIR DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  feather fall, jump 
  3rd 
  gust of wind, levitate 
  5th 
  gaseous form, wind wall 
  7th 
  freedom of movement, ice storm 
  9th 
  cone of cold, conjure elemental (air only) 
   
  BONUS PROFICIENCY  
  When you choose this domain at 1st level, you gain 
  proficiency in Acrobatics. Additionally, you can speak, 
  read, and write Auran. 
   
  DEFLECTIVE BREATH  
  Also at 1st level, you can unleash a gust of wind that 
  deflects attacks against you or an ally of yours. When 
  you or a friendly creature of your within 30 feet of you 
  are target of a ranged weapon attack, you can use your 
  reaction to create a breath of air that deflects the 
  missile. The attacking creature suffer disadvantage on 
  the weapon attack roll. 
  You can use this feature a number of times equal to 
  you Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: SLASHING WIND 
  At 2nd level, you can create a burst of compressed air 
  able to cut everything no way.  
  As an action, you can expend an use of your Channel 
  Divinity and produce a line 30 feet long and with 5 feet 
  wide of slashing air out from you in a direction you 
  choose. Each creature in the line must make a Dexterity 
  saving throw or take 2d10 slashing damage and is 
  knocked prone. A creature successful in the save take 
  half damage and is not knocked prone. This slashing 
  damage counts as magical for the propose of overcoming 
  resistance and immunity to nonmagical slashing 
  damage. 
   
  IMPROVED SLASHING WIND 
  Starting at 6th level, your Slashing Wind create a line 
  60 feet long and cause 5d10 slashing damage. 
   
  DIVINE STRIKE  
  At 8th level, you gain the ability to infuse your weapon 
  strikes with elemental energy. Once on each of your 
  turns when you hit a creature with a weapon attack, 
  you can cause the attack to deal an extra 1d8 lightning 
  of thunder (at your choice) damage to the target. When 
  you reach 14th level, the extra damage increases to 2d8. 
   
  AIRWALK 
  At 17th level, you can move through the air as solid 
  terrain while you control the effects of gravity on your 
  body. You gain flying speed equal to your walking 
  speed. If you use your flying speed to move up, you need 
  to expend 5 extra feet for each 5 feet you rise. If you use 
  your flying speed to go down, you move 5 extra feet for 
  each 5 feet you move down.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CREATION DOMAIN 
  Gods with the Creation Domain like Moradin, Corellong 
  Larethian, Garl Glittergold, and Yondalla, can produce 
  the raw material that compose all inanimate objects 
  and even living beings. Although the Creation Domain 
  doesn’t manipulate the vital energy gods with this 
  domain can give life to their creations using other 
  divine aspects they have. Those gods are responsible for 
  creation of creatures their own likeness, making the 
  bodies using raw material, like rock and metal, as used 
  by Moradin to forge the dwarves and give then life 
  when the bodies of the dwarves become flesh and bones. 
   
  CREATION DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  create or destroy water, unseen servant 
  3rd 
  create flame, web 
  5th 
  create food and water, phantom steed 
  7th 
  fabricate, stoneskin 
  9th 
  creation, passwall 
   
  BONUS PROFICIENCY  
  When you choose this domain at 1st level, you gain 
  proficiency with heavy armor and with one artisan’s 
  tool of your choice. 
   
  LESSER CREATION  
  At 1st level, you can bring to existence simple items 
  created by divine providence. As an action, you can 
  create an object weighing less than 10 pounds and that 
  fits in a 5-foot cube. This item remain for 10 minutes or 
  until you dispel it with an action. You can create any 
  nonmagical item of vegetal, animal, stone or iron you 
  know, within the limits. Detailed or complex objects like 
  keys or mechanisms can be created with this feature, 
  but are not functional. 
  You can use this feature a number of times equal to 
  you Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: DECONSTRUCTION 
  At 2nd level, you can dismantle an object or structure, 
  leaving just raw material behind. 
  As an action, you can expend an use of Channel 
  Divinity and touch a nonmagical object or structure up 
  to 10-foot cube and weighing less than 100 pounds. The 
  object is compressed and splitting in many cubes of 
  solid matter, each cube made of one kind of raw 
  material that compose the previous object. You can’t 
  unmake part of an object or structure if the object or 
  structure is larger than a 10-foot cube or weigh more 
  than 100 pounds. Any attempt to do so fail, and the use 
  of Channel Divinity is expended. 
   
  CHANNEL DIVINITY: CREATE CONSTRUCT  
  Starting at 6th level, you can shape the web of creation 
  and bring a construct to existence. 
  As an action, you can expend an use of Channel 
  Divinity and choose a construct with challenge rating 
  up to your cleric level divided by 3. This construct 
  appear in an unoccupied space within 5 feet of you and 
  remain for 1 minute, or until you dispel it with a bonus 
  action. The construct acts in your turn and obeys any 
  verbal commands you issue (no action required by you). 
  If you don’t issue any commands to the construct, it 
  defends itself from hostile creatures but otherwise takes 
  no actions. 
  The DM has the construct statistics. 
   
  POTENT SPELLCASTING 
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
   
  ADAMANTINE BODY  
  At 17th level, you gain an extreme control over the 
  fabric of making and you can modify your own physical 
  structure. As an action, you can modify your body 
  gaining the properties of adamantine. You gain 
  resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks that aren’t 
  adamantine, and you gain immunity to critical hits. 
  Additionally, your AC can’t be less than 23, regardless 
  of what king of armor you are wearing. While in this 
  form, your weight is multiplied by 5. You remain in this 
  form for 1 hour, or until you use a bonus action to revert 
  to your normal form. 
  Once you use this feature, you must finish a long 
  rest before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  DARKNESS DOMAIN 
  Where no light, darkness is there. This antagonistic 
  forces lives an endless conflict as the gods that possess 
  its domains. A deity with the Darkness Domain seek 
  spread the darkness through all multiverse, amplifying 
  its influence and control as the light extinguishes. The 
  clerics that possess this domain can manipulate the web 
  of shadows, and are extremely bond to Underdark. 
  Among the gods that possess this domain stand out 
  Shar, the Mistress of the Night, Lolth, Mask, Shargaas, 
  and Set. Those deities share the shadowy aspect, but 
  are not allied. They fight against the gods of light and 
  against themselves for the control of darkness. 
   
  DARKNESS DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  bane, inflict wounds 
  3rd 
  blindness/deafness, darkness 
  5th 
  fear, vampiric touch 
  7th 
  blight, Evard’s black tentacles 
  9th 
  antilife shell, contagion 
   
  BONUS PROFICIENCY  
  When you choose this domain at 1st level, you gain 
  proficiency in Stealth skill. Additionally, you can speak, 
  read, and write Undercommon. 
   
  DARK SIGHT  
  Also at 1st level, your vision adapts to darkness, the 
  environment you are more comfortable. You can see in 
  dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light. 
   
  CHANNEL DIVINITY: AURA OF DARKNESS  
  Starting at 2nd level, you can drain all light near you 
  creating an area of magical darkness through you can 
  see normally. 
  As an action, you can expend an use of Channel 
  Divinity and create a 20-foot radius area of darkness 
  centered on you for 1 minute. The area moves with you, 
  remaining centered on you all the time. You can see 
  normally through your aura of darkness. Creatures that 
  can’t see through magical darkness can’t see in the area 
  of your aura of darkness. Any light effect created using 
  a spell slot of 1st level or lower is suppressed in the area 
  of darkness. Any light effect created using a spell slot of 
  2nd level or higher suppress this darkness effect. 
  A partir do 2° nível, você pode sugar toda a luz próxima 
  de você, criando uma área de trevas mágicas pela qual 
  apenas você é capaz de enxergar. 
   
  FREEZING DARKNESS  
  At 6th level, your Aura of Darkness suppress any light 
  effect created using a spell slot of 3rd level or lower, and 
  can be suppress by any light effect using a spell slot of 
  4th level or higher. Additionally, any creature that ends 
  it turns inside the area of your Aura of Darkness takes 
  2d6 cold damage. 
   
   
  DIVINE STRIKE  
  At 8th level, you gain the ability to infuse your weapon 
  strikes with destructive energy. Once on each of your 
  turns when you hit a creature with a weapon attack, 
  you can cause the attack to deal an extra 1d8 necrotic 
  damage to the target. When you reach 14th level, the 
  extra damage increases to 2d8. 
   
  DRAIN STRENGTH  
  At 17th level, you gain an inherent trait to the shady 
  creatures.  Whenever you hit a living creature with a 
  melee attack, the target must be successful in a 
  Constitution saving throw or its Strength score is 
  reduced by 1d4. The target dies if this reduces its 
  Strength to 0. Otherwise, the reduction lasts until the 
  target finishes a short or long rest. 
  If a creature dies for it Strength score drop to 0, it will 
  rises immediately as a shadow. 
  The DM has the shadow statistics. 
  The shadows created this way are friendly to you, and 
  remain under your control for 1 hour. You can control 
  simultaneously a number of shadows equal of your 
  Wisdom score (a minimum of one). Any shadow above 
  this number are not under your control, and can act 
  freely, but will not be hostile to you. Roll initiative for 
  the shadows as a group, which has its own turns. They 
  obey any verbal commands that you issue to them (no 
  action required by you). If you don’t issue any 
  commands to them, they defend themselves from hostile 
  creatures, but otherwise takes no actions. While still 
  under your control, the shadows are immune to your 
  Destroy Undead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  EARTH DOMAIN 
  The earth is one of the most fundamental elements of 
  creation. It is widely found on all planes of existence, 
  and works as foundation for the majority of life forms. 
  Although its antagonism with air element, the earth 
  coexists harmonically with it. The priests that possess 
  the Earth Domain are often harsh and severe like the 
  rocks. Usually, the gods gives the power of earth to 
  their worshipers to strengthen their bond with the 
  element that originate then, whereas the most of these 
  clerics are dwarves, gnomes or earth genasi. 
  The Earth Domain is part of the portfolio of gods like 
  Moradin, Chauntea, Ghaunadaur, Gond, Dumathoin, 
  Grumbar, and other patron gods of creatures of the 
  deep like dwarves, gnomes and so on. 
   
  EARTH DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  longstrider, shield of Faith 
  3rd 
  pass without trace, protection from poison 
  5th 
  glyph of warding, meld into stone 
  7th 
  stone shape, stoneskin  
  9th 
  passwall, wall of stone 
   
  BONUS PROFICIENCY  
  When you choose this domain at 1st level, you gain 
  proficiency with heavy armor. Additionally, you can 
  speak, read, and write Terran. 
   
  ENCHANTED STONE  
  Also at 1st level, you can touch stones and transform it 
  in powerful magical missiles. As a bonus action, you can 
  catch a stone from the floor weighing less than 1 pound 
  and wraps it with mystical energy for 1 minute. While 
  is enchanted this way, the stone works as a light 
  thrown weapon (range 30/90) that causes 1d10 
  bludgeoning damage. The stone counts as magical for 
  the propose of overcoming resistance and immunity to 
  nonmagical bludgeoning damage. 
  You can use this feature a number of times equal to 
  you Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: EARTH EMBRACE  
  Starting at 2nd level, you can make a stone arm sprout 
  from the ground, and grab a creature you choose. 
  As an action, you expend an use of Channel Divinity 
  and choose a space occupied by a creature you can see 
  that is touching the ground within 60 feet of you. A 
  stone arm emerges from the floor and the creature in its 
  space must be successful in a Strength saving throw or 
  is grappled for 1 minute. Until this grapple ends, the 
  target is restrained, and the arm can’t grab another 
  target. The target can use an action to escape from the 
  grapple (escape DC equal to your spell DC). A Large or 
  larger creature have advantage on the saving throw and 
  on the ability check to escape the grapple. 
   
   
   
  STONE CRUSH  
  At 6th level, a creature that ends it turn grappled by 
  your Earth Embrace takes bludgeoning damage equal 
  to 2d8 + your Wisdom modifier. This bludgeoning 
  damage counts as magical for the propose of overcoming 
  resistance and immunity to nonmagical bludgeoning 
  damage. 
   
  DIVINE STRIKE  
  At 8th level, you gain the ability to infuse your weapon 
  strikes with elemental energy. Once on each of your 
  turns when you hit a creature with a weapon attack, 
  you can cause the attack to deal an extra 1d8 acid 
  damage to the target. When you reach 14th level, the 
  extra damage increases to 2d8. 
   
  EARTH SLIDE  
  At 17th level, you become so tied to the earth that you 
  can easily enter stone. You gain burrow speed equal to 
  your walking speed. You can burrow through 
  nonmagical, unworked earth and stone without 
  disturbing the material you moves through. You suffer 
  no effects of suffocation while you remain within the 
  earth when you use your burrow speed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  FIRE DOMAIN 
  Despite being know mostly by it destructive aspect, fire 
  is an essential element for many life forms. Mostly of 
  the living creatures possess an inner heat source, the 
  flame of life that keep then alive. Clerics with the Fire 
  Domain often are temper and unstable, acting alike the 
  element they worship and many creatures of the Plane 
  of Fire like azers, efreeti, and mephits usually relate to 
  such cleric. Many of those clerics are pyromaniacs that 
  are fascinated by great fires and have no pretention to 
  extinguish this fires.    
  Fire Domain is possessed by gods with a destructive 
  aspect like Talos, Kossuth, and Garyx, but are 
  possessed to gods with a hospitable aspect too like 
  Gond. Some deities bond to metal and forge also are 
  fond to this domain, since fire are a fundamental piece 
  to metal smelt and item forging. 
   
  FIRE DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  burning hands, chromatic orbe (fire only)  
  3rd 
  heat metal, scorching ray 
  5th 
  daylight, fireball 
  7th 
  fire shield, wall of fire 
  9th 
  conjure elemental (fire only), flamestrike 
   
  FLAME CONJURER  
  When you choose this domain at 1st level, you add the 
  cantrip fire bolt to your cleric list of cantrip known . this 
  cantrip do not count in the number of cleric cantrips you 
  know. Additionally, you can speak, read and write 
  Ignan. 
   
  FLAMING JET  
  Alto at 1st level, you can evoke flames that disintegrate 
  missiles shot against you. When a creature you can see 
  make a ranged weapon attack against you, you can use 
  your reaction to fire a jet of flames at the missile 
  reducing the damage deal by the attack by 1d8 + your 
  Wisdom modifier. 
  You can use this feature a number of times equal to 
  you Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: FIRE BRAND  
  Starting at 2nd level, you can create small pillars of 
  flame that engulf your foes, burning then. 
  As an action, you can expend an use of Channel 
  Divinity and choose two 5-foot square that you can see 
  within 60 feet of you. Any creature occupying a target 
  square must be successful in a Dexterity saving throw 
  or take 3d6 fire damage. If you choose more than one 
  square occupied by the same creature, the creature 
  must make two separated saving throws against the 
  effects of your Fire Brand. 
   
  SPREAD FLAMES  
  At 6th level, you can choose four 5-foot square that you 
  can see within 60 feet of you when you use your Fire 
  Brand. 
   
  DIVINE STRIKE  
  At 8th level, you gain the ability to infuse your weapon 
  strikes with elemental energy. Once on each of your 
  turns when you hit a creature with a weapon attack, 
  you can cause the attack to deal an extra 1d8 fire 
  damage to the target. When you reach 14th level, the 
  extra damage increases to 2d8. 
   
  LINGERING FLAME 
  At 17th level, you can linger a fire effect that should be 
  otherwise instantaneous. Any target that take fire 
  damage from you is set on fire. A target set on fire take 
  fire damage equal to your Wisdom modifier (minimum 
  of one) at the start of each of it turns. The target can 
  prevent this damage using its action to make a DC 10 
  Dexterity saving throw to extinguish the flames. A 
  target set on fire take damage equal to your Wisdom 
  modifier each round on the start of its turns while the 
  flames remain, and multiple attacks doesn’t cause extra 
  fire damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  MIND DOMAIN 
  Mind is one of the most powerful things of the existence. 
  The arcane spellcasters produce supernatural effects 
  accessing deep spots of its minds. Some priests follow 
  deities that master mental power in a way much deeper 
  than any mortal arcanist. Those gods of the mind can 
  achieve their goals and foil how dare to confront then 
  playing with its heads, leaving behind just a helpless 
  being where was a powerful threat. 
  Gods like Ilsensine, Deep Duerra, Auppenser, 
  Memnor, and Sardior exercise great control over the 
  minds of their followers and over the mind of how try to 
  foil their plots. 
   
  MIND DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  charm person, command 
  3rd 
  detect thoughts, suggestion 
  5th 
  fear, tongues 
  7th 
  confusion, dominate beast 
  9th 
  modify memory, Rary’s telepathic bond 
   
  PSYCHIC SURGE 
  When you choose this domain at 1st level, you can 
  unleash a blast of psychic power at a creature. As an 
  action, you make a ranged spell attack against a 
  creature you can see within 60 feet of you. If you hit, the 
  target take 2d6 psychic damage. Additionally, if this 
  attack reduce the hit points of the target to lower than 
  half its maximum hit points, it must make an 
  Intelligence saving throw. In a failure on the save, the 
  target is stunned until the end of its next turn. 
  You can use this feature a number of times equal to 
  you Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: MIND CONTROL 
  Starting at 2nd level, you can control the mind of a 
  creature you touch for a brief moment. 
  As an action, you can expend an use of Channel 
  Divinity and make a melee spell attack against a 
  creature you can see. If you hit, the target must be 
  successful in a Wisdom saving throw or will be under 
  your control until the end of its next turn. If the target 
  fail the save, at the start of its next turn, you can use 
  your reaction to compel mentally the target to use its 
  action to make one of the following actions, at your 
  choice: 
  Attack. The target make a weapon attack with a 
  weapon it is wielding against a creature you choose that 
  you and the target can see, different of itself. 
  Cast a Spell. The target cast a harmful cantrip it 
  know in a target you choose that you and the target can 
  see. 
  Give Away. The target give to you an item it is 
  wielding. 
  Run. The target take the Dash action and get away 
  from you in the chosen direction the maximum it can. 
  If you don’t use your reaction to command the target, 
  it will make no action on this turn. A creature 
  successful on the saving throw against your Mind 
  Control is immune to this feature until you finish a long 
  rest. 
   
  CHANNEL DIVINITY: MENTAL DEFLECTION 
  At 6th level, you can exercise your mental control to 
  deflect a harmful effect that could target you. When a 
  creature you can see make an effect that force you to 
  make an Intelligence or Wisdom saving throw, and you 
  are successful in the save, you can use you reaction to 
  expend an use of Channel Divinity to deflect the effect 
  on that creature. You suffer no effect, even if normally 
  has a partial effect in case of a successful save. If the 
  effect need an attack roll, you make a spell attack roll 
  against the target using your spell attack modifier. If 
  you hit, the target must make the saving throw against 
  the effect, but use its own save DC. 
   
  POTENT SPELLCASTING 
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
   
  MIND OVER BODY  
  At 17th level, your mind become so strong that you can 
  control your own metabolism through it with perfection. 
  When you are target of an effect that force you to make 
  a Strength, Dexterity or Constitution saving throw, you 
  can use your reaction to make a Wisdom saving throw 
  instead. Additionally, you can communicate 
  telepathically with any creature within 60 feet of you.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  PROPHECY DOMAIN 
  Powerful gods often has premonitory gifts when they 
  don’t have the gift of omniscience. They are capable to 
  foresee great catastrophes or events that could chance 
  the fate of civilizations or even worlds. Those gods can 
  give a spark of this gift to their followers, allowing then 
  to presage events that can affect their own near future. 
  With this powerful divine boon, the prophets, as are 
  known the clerics with this domain, work in name of 
  their deity to manipulate their future in its favor. 
  Among the gods that possess the Prophecy Domain 
  are Jergal, Kelemvor, Myrkul, Beshaba, Hoar, Savras, 
  Tyche, and Hathor. Those gods can foresee great events 
  and use their priests to intervene when the future are 
  not favorable to then. 
   
  PROPHECY DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  guiding ray, identifify 
  3rd 
  augury, locate object 
  5th 
  clairvoyance, speak with dead 
  7th 
  divination, locate creature 
  9th 
  legend lore, scrying 
   
  PROPHETIC INSIGHT  
  At 1st level, you can feel when something bad is about 
  to happen. While you are without armor, your AC is 10 
  + your Dexterity modifier + you Wisdom modifier. 
  Additionally, you can use your Wisdom modifier (if is 
  higher) instead of your Dexterity modifier when you 
  make an initiative roll. 
   
  CHANNEL DIVINITY: DOOM 
  Starting at 2nd level, you can converge the forces of fate 
  to conspire against your enemy. 
  As an action, you can expend an use of Channel 
  Divinity and choose a hostile creature you can see 
  within 60 feet of you. The target must be successful on a 
  Charisma saving throw or will be doomed for 1 minute. 
  While is doomed, the target suffer disadvantage on 
  attack rolls against you and you gain advantage on 
  saving throws against any effect produced by the target. 
  The affected creature can make a new saving throw at 
  the end of its turn, finishing this effect on itself with a 
  successful save. 
   
  DOOOM OF DISASTER  
  At 6th level, you can take revenge against a creature 
  under effect of your Doom. Whenever this creature 
  attack or cast a harmful spell, you can use your reaction 
  to cause psychic damage equal to 2d6 + your Wisdom 
  modifier (minimum of +1) to it. 
   
  POTENT SPELLCASTING 
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
   
   
   
  TRUE PROPHECY  
  At 17th level, you can make a prophecy to become true. 
  As an action, you choose a creature you can see within 
  60 feet of you. Choose one of the following effects to 
  affect the target: 
  Damnation. The target fail in the next saving throw 
  it make until the start of your next turn. 
  Punishment. The next attack that hits the target 
  until the start of your next turn is a critical hit. 
  Failure. The target miss all the attacks it makes 
  until the start of your next turn. 
  True Strike. The first attack the target hit until the 
  end of its next turn is a critical hit. 
  Avoidance. All attacks make against the target until 
  the start of your next turn miss. 
  Prevention. The target is successful in all saving 
  throw it makes until the start of your next turn. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  TIME DOMAIN 
  Gods of time and space manipulate the multiverse in 
  overwhelming ways. They can control the events in 
  ways so extremes that make great events, civilizations 
  and even worlds just disappear since the events that 
  create it never happen. 
  Gods like Amaunator, Grumbar, and Labelas Enoreth 
  are deities not so strong to alter the time and space in 
  overwhelming ways, but even then can shape the time 
  in forms very relevant. 
   
  TIME DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  feather fall, expeditious retreat 
  3rd 
  levitate, myst step 
  5th 
  haste, slow 
  7th 
  dimension door, Otiluke resilient sphere 
  9th 
  hold monster, teleportation circle 
   
  TIME SURGE 
  When you choose this domain at 1st level, you can 
  accelerate the mind and body of a creature in a flash. At 
  the start of your turn or the turn of another creature 
  that you can see within 30 feet of you, you can use your 
  reaction to give extra uses for the next bonus action the 
  target make. During the target next turn, it can use a 
  bonus action to cast a cantrip, make a single attack or 
  use the Disengage or Dodge action. 
  You can use this feature a number of times equal to 
  you Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: SUDDEN ACCELERATION 
  Starting at 2nd level, you can accelerate your own 
  action, allowing you to make stunts at half the normal 
  time. As a bonus action, you can expend an use of 
  Channel Divinity to make an extra action this turn. You 
  can’t cast two spells when you use this feature, but you 
  can cast a cantrip and a spell. 
   
  CHANNEL DIVINITY: TIME VORTEX 
  At 6th level, you can put a creature in a time vortex 
  that make it retrocede on space anytime you want. 
  As an action, you can expend an use of Channel 
  Divinity and choose a creature you can see within 60 
  feet of you. The target must be successful on a Wisdom 
  saving throw or will be under the effect of the time 
  vortex for 1 minute. When a creature under the time 
  vortex leaves a space and stop on another, you can use 
  your reaction to teleport the target to the space it was 
  occupying in the start of its turn. The creature can use 
  its actions or even move the rest of its movement (if it 
  have movement remaining) after back to the previous 
  spot. A creature can make a new saving throw at the 
  end of its turns, ending the effect of the vortex on a 
  successful save. 
  A target successful on the save is immune to your 
  Time Vortex until you end a long rest. 
   
   
  POTENT SPELLCASTING 
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
   
  BACK IN TIME 
  At 17th level, you can back in time and remake your 
  actions if don’t happen as you planned. At the end of 
  your turn, you can use your reaction to repeat your 
  actions. You back to the space you occupied on the start 
  of your turn and recover any damage you cause or suffer 
  is recovered, hit points you recovered are lost, spells 
  slots and feature uses are recovered, and so on. Repeat 
  you turn as you wish and accept the consequences of 
  your new decisions. 
  Once you use this feature, you must finish a long 
  rest before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  TRAVEL DOMAIN 
  As a strong pathfinder aspect, clerics with the Travel 
  Domain never stay for a long in a place. Travel and 
  explore are its greatest joy, besides disseminate the 
  word of its deity through the four corners of the 
  multiverse. The gods with this domain are omnipresent, 
  and can be everywhere all the time. 
  Instances of gods that seek breaking the multiverse 
  through travel are Selûne, Mielikki, Kelemvor, Oghma, 
  Tymora, and Waukeen. All this gods encourage their 
  priests to explore and travel constantly.  
   
  TRAVEL DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  expeditious retreat, longstride 
  3rd 
  myst step, spider climb 
  5th 
  haste, phantom steed 
  7th 
  dimension door, freedom of movement 
  9th 
  passwall, teleportation circle 
   
  BONUS PROFICIENCY  
  When you choose this domain at 1st level, you gain 
  proficiency in Animal Handling and Survival skills. 
   
  SUDDEN MOVEMENT  
  Also at 1st level, you can move in a supernatural way. 
  At the start of a creature turn, you can use your 
  reaction to move at your walking speed. You don’t 
  provoke attacks of opportunity by moving this fashion. 
  You can use this feature a number of times equal to 
  you Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: BENIGN TRANSPOSITION  
  Starting at 2nd level, you can make two allied creatures 
  change places, creating an energy flux between then. 
  As an action, you can expend an use of Channel 
  Divinity and choose two friendly creatures you can see 
  within 60 feet of you and between each another. A line 5 
  feet of energy emerges between both targets and its 
  chance places in a blink. All creatures in the line, except 
  the two targets, must make a Strength saving throw or 
  take 3d6 force damage and be knocked prone. A 
  creature successful on the save take half damage and is 
  not knocked prone. 
   
  TIRELESS TRAVELLER  
  At 6th level, you and any friendly creature traveling 
  with you, can use a fast travel pace suffering no penalty 
  and can travel twice the distance (see chapter 8 on 
  Player’s Handbook) indicated on the travel pace. 
  Additionally, you and any creature traveling with you, 
  gain advantage on a Constitution saving throw to make 
  a forced march. 
   
  POTENT SPELLCASTING 
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
   
  RITUAL OF TRAVEL  
  At 17th level, you can cast a spell that let you cover long 
  distances as a ritual. You can cast the spells astral 
  projection, planar travel, teleport, teleportation circle, 
  and word of recall as a ritual. You can add this spells to 
  your cleric spell list.  
  Once you use this feature, you must finish a long 
  rest before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  WATER DOMAIN 
  Water is the primal element for the survival for most of 
  living creatures. Few supernatural and fantastic 
  creatures can survive without water. The gods that 
  master the water possess a strong aspect of renewal, 
  life, and nature. However, some gods have the 
  destructive and chaotic side of the waves and seaquake. 
  Usually, the clerics that possess the Water Domain are 
  waterborn humanoids like aquatic elves, seafolk, kuo-
  toa or sahuagin. 
  The Water Domain makes part of the portfolio of gods 
  like Silvanus, Auril, Umberlee, Deep Sashelas, 
  Blipdoolpoolp, and Sebek. Patron gods of waterborn 
  creatures always have control under water, just like 
  gods with aspect strongly linked to nature.  
   
  WATER DOMAIN SPELLS 
  Cleric Level 
  Spells 
  1st 
  create or destroy water, grease 
  3rd 
  lesser restoration, myst step 
  5th 
  water breath, water walk 
  7th 
  blight, control water 
  9th 
  conjure elemental (water only), scrying 
   
  BONUS PROFICIENCY  
  When you choose this domain at 1st level, you gain 
  proficiency in Athletics skill. Additionally, you can 
  speak, read, and write Aquan. 
   
  ICE LANCE  
  Also at 1st level, you can join the water particles 
  suspended on the air and condense it in a solid ice 
  structure. As a bonus action, you can create an ice lance 
  and make a ranged spell attack against a creature 
  within 30 feet. If you hit, the target takes piercing 
  damage equal to 1d6 + your Wisdom modifier. 
  Additionally, the target takes 1d6 cold damage. The 
  lance melt after the attack be resolved. 
  You can use this feature a number of times equal to 
  you Wisdom modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: PROTECTIVE BUBBLE  
  Starting at 2nd level, you can create a bubble of water 
  that engulf an allied creature, protecting it against 
  external effects. 
  As an action, you can expend an use of Channel 
  Divinity and choose a friendly creature you can see 
  within 60 feet of you. A bubble of water appears in the 
  occupied space of the target and engulf it for 1 minute. 
  While inside the bubble, the creature gain resistance to 
  acid, fire, cold, and thunder damage. In addition, the 
  target gain resistance to bludgeoning and slashing 
  damage of nonmagical attacks. The target can breathe 
  normally inside the bubble, but all its movements are 
  halved (minimum of 5 feet). The bubble moves with the 
  target, keeping it inside all the time. 
   
  REFRESHING WATER  
  At 6th level, while inside the Protective Bubble, a 
  creature recover 2 hit points at the start of each of its 
  turns. 
  DIVINE STRIKE  
  At 8th level, you gain the ability to infuse your weapon 
  strikes with elemental energy. Once on each of your 
  turns when you hit a creature with a weapon attack, 
  you can cause the attack to deal an extra 1d8 cold 
  damage to the target. When you reach 14th level, the 
  extra damage increases to 2d8. 
   
  ACID RAIN 
  At 17th level, you can transform the water precipitated 
  on the air in acid. As an action, you choose a spot within 
  150 feet of you. A green cloud with 30 feet radius 
  appears at 60 feet high or at the maximum high the 
  ceiling allow it. The cloud remain while you maintain 
  the concentration until 1 minute. Everyone in the area 
  when the cloud appears at first time must make a 
  Dexterity saving throw or take 3d8 acid damage. A 
  creature successful on the save halves the damage. You 
  can use a bonus action to move the cloud to 20 feet in a 
  direction you like. The cloud area is heavily obscured 
  and the cloud are not dispersed with the wind. 
  Once you use this feature, you must finish a long 
  rest before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Alan Venic's Redbook - Tome of the Cleric.pdf