TEXT: 1
  
  Dedication:
  This PDF is dedicated to my son and daughter.  
  May your dreams be epic and your futures bright.
  Credits:
  Tim “Samwise7RPG” Harper & Chris “Doomed One” Joncas
  Open Content & Designated Product Identity:
  Everything in this document is designated as Open Content 
  except for the names Tim Harper, Samwise7RPG, and the Samwise7RPG skull logo
  which are designated as product identity.
  Links:
  My YouTube RPG Channel:
  https://www.youtube.com/user/Samwise7RPG
  Murcanto's Lair:
  http://www.drivethrurpg.com/product/159883/Murcantos-Lair
  My Google+ Profile:
  https://plus.google.com/+TimHarperSamwise7RPG
  My RPG Blog:
  https://samwise7rpg.blogspot.com/
   
  2
  
  Table of Contents:
  Air ... 5
  Animals  
  … 7
  Charm  
  … 9
  Crafts  
  … 11
  Darkness  
  … 13
  Death  
  … 15
  Destruction  
  … 17
  Earth  
  … 19
  Fate  
  … 21
  Fire  
  … 23
  Illusions  
  … 25
  Knowledge PHB
  Life PHB
  Light PHB
  Magic  
  … 27
  Moon  
  … 29
  Nature PHB
  Plants  
  … 31
  Protection  
  … 33
  Revenge  
  … 35
  Slime  
  … 37
  Stars  
  … 39
  Strength  
  … 41
  Suffering  
  … 43
  Tempest PHB
  Trade  
  … 45
  Travel  
  … 47
  Trickery PHB
  War PHB
  Water  
  … 49
  Appendix: Random Domains  
  … 51
  3
  
  Introduction:
  I made these Cleric Domains for the Fifth Edition of the world's most popular fantasy 
  role-playing game in my spare time before my daughter was born and here they are.  I 
  put them up on my YouTube channel Samwise7RPG as well as my blog but I have 
  revised and added to them for this PDF.  You can find all of the videos in this playlist:
  https://www.youtube.com/playlist?list=PL5NHK6rtYgB2wqAfIzldQDcYW0Dh9q9qC
  I hope that you enjoy them.  If you find anything too: powerful, weak, or weird I hope 
  that you change them to suit your own personal preferences.  When making these 
  domains I was aiming for flavor rather than game balance.  Modify them as you see fit.  
  4
  
  Air Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Featherfall
  Hail of Thorns
  3rd
  Cloud of Daggers
  Gust of Wind
  5th
  Gaseous Form
  Stinking Cloud
  7th
  Fly
  Windwall
  9th
  Conjure Elemental (Air)
  Cloudkill
  1st Level – Blessings of Air – You gain 
  Proficiency with all ranged weapons and 
  you can turn Earth creatures with your 
  Turn Undead ability.
  2nd Level – Channel Divinity: Winds of 
  Wrath – Use this ability to get maximum 
  damage on successful ranged weapon 
  attacks for 1 minute.
  6th Level – Words of Wind – You can 
  speak with all forms of flying creatures 
  and monsters.
  8th Level – Divine Strike (Ranged) – This 
  is the same as the Divine Strike ability 
  except that you can only use it on ranged 
  weapon attacks and it deals piercing 
  damage.
  17th Level – Winged Shapechanger – This 
  is the same as the Wizard Transmutation 
  ability found on page 119 of the PHB but 
  you can only turn into flying creatures of 
  challenge rating 3 or lower.
  5
  
  6
  
  Animals Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Animal Friendship
  Speak with Animals
  3rd
  Animal Messenger
  Locate Animals or Plants (Animals only)
  5th
  Beast Sense
  Conjure Animals
  7th
  Dominate Beast
  Locate Creature
  9th
  Awaken (Animals only)
  Hold Monster
  1st Level – Animalistic Blessing – You 
  gain Proficiency with Animal Handling 
  and Stealth.  When you are riding an 
  animal or trying to calm it down you have 
  Advantage.
  2nd Level – Channel Divinity: Charm 
  Animals – This is the same as the Nature 
  Domain ability but you can only use it 
  with animals and not plants).
  6th Level – Scent – You can use your 
  heightened sense of smell on Perception 
  and Survival skill checks.  When you do so
  you gain Advantage.
  8th Level – Natural Attacks – You can 
  either gain a bite or claw attack.  If you 
  choose bite you have retractable sharp 
  teeth that come out when you need them. 
  If you choose claws they are also 
  retractable.  These natural weapons deal 
  1D10 piercing or slashing damage.  At 14th 
  level they deal 2D10 damage instead.
  17th Level – Beast Am I – You can change 
  into a non-flying creature of challenge 
  rating 3 or lower.  This is similar to the 
  Wizard Transmutation ability called 
  Shapechanger found on page 119.
  7
  
  8
  
  Charm Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Charm Person
  Command
  3rd
  Enthrall
  Suggestion
  5th
  Calm Emotions
  Compulsion
  7th
  Confusion
  Dominate Beast
  9th
  Dominate Person
  Geas
  1st Level – Charm Blessing – You gain the 
  Friends Cantrip and you gain Proficiency 
  with Deception and Persuasion.
  2nd Level – Channel Divinity: Remove 
  Enchantment – Lay your hands on a 
  creature that has an Enchantment spell or 
  spell-like ability on it, and the creature 
  gains Advantage on another saving throw 
  to break free of its effects.
  6th Level – Moth to the Flame – Once per 
  Long Rest you can give a creature that is 
  the target of one of your Enchantment 
  spells Disadvantage on the saving throw 
  to resist it.
  8th Level – Drenched with Guilt – Once 
  per Long Rest when a creature injures you
  with an attack and they fail a Wisdom 
  Saving Throw they are filled with a 
  horrible sense of guilt for hurting you.  At 
  14th level this ability can be used twice per 
  Long Rest.
  17th Level – Charming to the Last – The 
  durations of your Enchantment spells are 
  increased.  The duration increases by your
  Cleric level.  The unit that it increases 
  depends on the spell's description.  If it 
  lists rounds then that is the unit that you 
  would use, and the same goes if it lists 
  days, hours, weeks, minutes, etc.  For 
  example Geas' description mentions a 
  duration of 30 days, so if you were a 17th 
  level Cleric when you cast that spell it 
  would last for 47 days instead.
  9
  
  10
  
  Crafts Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Identify
  Unseen Servant
  3rd
  Heat Metal
  Locate Object
  5th
  Nondetection
  Protection from Elements
  7th
  Leonardo's Secret Chest*
  Stoneshape
  9th
  Animate Objects
  Creation
  *Spell's name changed from the PHB spell name.
  1st Level – Blessings of the Maker –  Mending
  Cantrip and proficiency with Artisan's Tools 
  and one other Tool of your choice.  You are 
  also proficient with Martial Weapons and 
  Heavy Armor.
  2nd Level – Channel Divinity: Weapon 
  Hurling – Mauls & Warhammers can be used 
  as range weapons.  Their range is 20'/60'.  
  Light Hammers can be thrown for twice the 
  distance listed in the 5E PHB.
  6th Level – Summon Weapon or Tools –  You 
  can summon a Light Hammer, or Maul, or 
  Warhammer, or a set of Artisan's Tools from 
  the plane of your deity. You can do this a 
  number of times per day equal to your 
  Wisdom modifier or at least once per day.  
  This is a finely crafted item that will last until 
  you stop using it and then it will fade and 
  return to its plane of origin.
  8th Level – Soulforged Item – You can put a 
  bit of yourself into an item that you craft to 
  give it certain powers that you and only you 
  can benefit from. Normally this is done by 
  mixing a bit of your blood in the process of 
  making the item thereby making it forever 
  yours.  The normal rules apply for crafting an 
  item during downtime.  Permanently reduce a
  stat by 1 point to give a set of Artisan's Tools 
  Advantage on all rolls with them.  If you 
  permanently reduce a stat by 2 points you can 
  craft armor or a weapon that have a +1 bonus 
  and anyone else that touches that item will be 
  the target of a Bestow Curse spell as if you 
  cast it.  At 14th level crafted Artisan's Tools no 
  longer require a stat sacrifice to gain 
  Advantage with them.  For Armor and 
  Weapons you give them a +2 bonus for only 1 
  sacrificed point of a stat.
  17th Level – Obey Thy Master – You are 
  immune to cursed aspects of an item and you 
  can gain whatever normal or magical 
  beneficial ability or bonus that they posses 
  without any risk of harm or injury.  The item 
  still possesses its curse but it will never affect 
  you.  Any intelligent items also pose no threat 
  for you to use them as you bend them to your 
  indomitable will.
  11
  
  12
  
  Darkness Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Darkvision (2nd Level spell)
  Sleep
  3rd
  Blindness / Deafness
  Darkness
  5th
  Blinding Smite*
  Fear
  7th
  Confusion
  Locate Creature
  9th
  Dispel Evil & Good
  Evarnof's Black Tentacles**
  *No light in the spell's description, Radiant = Necrotic, their eyes turn black.  **Spell's name modified from the PHB spell name.
  1st Level – Dark Blessings – You gain the 
  Eldritch Blast cantrip.  You also gain a 
  proficiency with Perception and Stealth.
  2nd Level – Channel Divinity: Snuff Out 
  the Light – You can extinguish one light 
  source per Cleric level. If the light source 
  is magical you roll 1D20 and either the 
  GM or a player rolls a 2nd D20.  If you roll 
  higher the light source goes out, and if 
  they roll higher the light source remains 
  lit.  If there is a tie, the tie goes to the light 
  source staying lit.  In other words light has
  a slight edge.
  6th Level – Channel Divinity: Darkness –  
  You can cast the Darkness spell or the 
  Darkvision spell without using up a Spell 
  Slot.  The duration of this ability is 1 
  minute.
  8th Level – Divine Strike (Necrotic) – This 
  is the same as Divine Strike but Radiant 
  gets changed to Necrotic Damage.
  17th Level – Creature of Darkness – This is
  the same as the Wizard Transmutation 
  Shapechanger ability found on page 119 
  but you can only turn into nocturnal 
  creatures of challenge rating 3 or lower.
  13
  
  14
  
  Death Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Bane
  Sleep
  3rd
  Gentle Repose
  See Invisibility
  5th
  Animate Dead
  Speak with Dead
  7th
  Blight
  Phantasmal Killer
  9th
  Anti-life Shell
  Create Undead
  1st Level – Necromantic Blessings – You 
  can choose any Necromancy spell and 
  prepare it as a Cleric spell.  You gain 
  Advantage on Death Saving Throws.
  2nd Level – Channel Divinity: Feed on 
  Undeath – You can choose any Undead 
  within 30 feet of you.  If that Undead 
  target fails a Wisdom Saving Throw your 
  character drains them of Hit Points and 
  adds and equal amount of Hit Points to 
  themselves.  Your character can drain a 
  number of Hit Points equal to three times 
  their Cleric level.
  6th Level – Death Ritual – Your character 
  can cast any Necromancy spell as a ritual 
  even if it doesn't have the ritual tag.
  8th Level – Death's Touch – Your character
  can touch a dying target and they 
  automatically fail a Death Saving Throw. 
  You also have Resistance to Necrotic 
  damage.
  17th Level – Avatar of Death – You have 
  the “Command Undead” ability of a 
  Wizard who is a Necromancer which can 
  be found on page 119.  Also when using 
  your Death's Touch ability any target that 
  dies while you are touching them cannot 
  be resurrected or reincarnated.  They can 
  however be raised as Undead even if that 
  is against their will.
  15
  
  16
  
  Destruction Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Thunderous Smite
  Wrathful Smite
  3rd
  Branding Smite
  Knock
  5th
  Blinding Smite
  Vampiric Touch
  7th
  Giant Insect
  Staggering Smite
  9th
  Destructive Smite
  Insect Plague
  1st Level – Destructive Blessings – You 
  gain the Acid Splash Cantrip and you also 
  gain Proficiency with all martial weapons.
  2nd Level – Channel Divinity: Smite of 
  Doom – When you successfully hit with a 
  melee attack the target of the attack needs 
  to make a Strength Saving Throw or fall 
  Prone.  This ability lasts for 1 minute.
  6th Level – Channel Divinity: Make it 
  Hurt – When you successfully hit with a 
  melee attack it deals maximum damage. 
  This lasts for 1 minute.
  8th Level – Divine Strike
  17th Level – Drink My Pain – Whenever 
  you take damage from any source you can
  funnel that pain to any target within 60 
  feet of you. If they fail a Constitution 
  saving throw they take an equal amount 
  of damage. If they make a successful 
  saving throw they only take half of that 
  damage.
  17
  
  18
  
  Earth Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Arms of Hadaen*
  Wrathful Smite
  3rd
  Hold Person
  Shatter
  5th
  Elemental Weapon (Acid)
  Meld Into Stone
  7th
  Conjure Minor Elemental (Earth)
  Stone Shape
  9th
  Conjure Elemental (Earth)
  Wall of Stone
  *Spell's name changed from the PHB spell name. The arms are made from stone and dirt and they deal only bludgeoning damage.
  1st Level – Earth's Blessings – You gain 
  Proficiency with All Martial Weapons and 
  Heavy Armor.  You also gain the Mending 
  Cantrip.
  2nd Level – Channel Divinity: Fellowship of 
  Stone –  A number of small stones equal to 
  your Clerical level will roll towards you or fly 
  towards your enemies every round.  Their 
  attack bonus is equal to your own.  This 
  ability does not work if there are no stones 
  present in the surrounding area.  Each stone 
  deals 1D6 bludgeoning damage.  This ability 
  lasts for 1 minute. 
  6th Level – Hibernation of Earth – You and up 
  to 10 other creatures must be standing on dirt 
  for this ability to work.  You and the other 
  creatures will sink down into the ground until
  you hit bedrock or when you go down 10 feet 
  plus a number of feet equal to your Cleric 
  level.  During this time you and the targeted 
  creatures need not breathe and will sleep 
  peacfully, restfully, and safely.  You can do this
  once per Long Rest. This ability lasts for 8 
  hours before everyone returns to the surface.
  8th Level – Elemental Wrath – You have 
  Advantage when attacking Air, Fire, and 
  Water Elementals.  Once per Long Rest you 
  can have attacks that target those Elementals 
  deal maximum damage.  At 14th level you can 
  use this ability twice per Long Rest.
  17th Level – Earth Elemental – Once per Long 
  Rest you can become an Earth or Stone 
  Elemental. This transformation lasts for a 
  number of rounds equal to your Cleric level.
  19
  
  20
  
  Fate Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Detect Evil & Good
  Detect Poison & Disease
  3rd
  Augury
  Zone of Truth
  5th
  Clairvoyance
  Tongues
  7th
  Divination
  Locate Creature
  9th
  Commune
  Legend Lore
  1st Level – Blessings of the Fates – You 
  gain the Guidance Cantrip.  You also gain 
  Proficiency with one Saving Throw of 
  your choice.
  2nd Level – Channel Divinity: Change 
  Fate – Choose a creature within 30 feet of 
  you that just rolled a D20.  That creature if
  it fails an Intelligence Saving Throw must 
  re-roll it and take the next roll's result.  If 
  the target is a willing target no Saving 
  Throw is needed.
  6th Level – Channel Divinity: Nudge Fate 
  –  Roll 1D6 and add or subtract the result 
  to or from any dice roll.  This could be 
  added to damage, or to an attack, or to a 
  Saving Throw, etc.
  8th Level – Avert Tragedy – Once per Long
  Rest you can make a successful attack 
  miss.  Note that making a critical hit miss 
  would be more beneficial than making a 
  normal hit miss.  At 14th level you can have
  a spell or attack miss once per Long Rest.
  17th Level – Hand of Fate – You can 
  change any die roll into the highest or 
  lowest possible result.  You can do this a 
  number of times per day equal to your 
  Wisdom Bonus.  Note that this can make 
  an attack a critical hit.
  21
  
  22
  
  Fire Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Continual Flame
  Searing Smite
  3rd
  Flame Blade
  Heat Metal
  5th
  Elemental Weapon (Fire)
  Fireball
  7th
  Conjure Minor Elemental (Fire)
  Wall of Fire
  9th
  Conjure Elemental (Fire)
  Planar Binding (Fire)
  1st Level – Blessings of Fire – You gain a 
  bonus Cantrip of Produce Flame.  You can 
  also use your Turn Undead ability on 
  water creatures.
  2nd Level – Channel Divinity: Sculpt 
  Spells – This is the same as the Wizard 
  Evocation ability found on page 117.
  6th Level – Channel Divinity: Wreathed 
  in Holy Fire – This effect lasts for 1 
  minute.  Any creature that ends its turn 
  within a 5 feet radius of you must make a 
  Dexterity Saving Throw or take 2D6 fire 
  damage.  On a failed saving throw they 
  take half damage.  If you move and 
  creatures enter into this radius they also 
  need to make a Saving Throw to attempt 
  to resist this damage.
  8th Level – Burn the Unholy – Any turned 
  Undead (using the Channel Divinity 
  ability) also take 1D6 fire damage per 
  Cleric level on a failed Dexterity Saving 
  Throw.  If they make the Save they take no
  damage.  Undead that are destroyed are 
  burned and only a pile of ashes will 
  remain.
  17th Level – Burning Martyr – Use your 
  action to activate an aura of holy fire that 
  lasts for 1 minute (regardless of whether 
  you are still alive or dead by then).  This 
  aura is centered on you and it has a 60 foot
  radius and it moves with you.  Your 
  enemies within this radius get 
  Disadvantage on Dexterity Saving Throws
  and your allies get Advantage.  Those that 
  fail the Saving Throw take 10D6 fire 
  damage and those that make the Saving 
  Throw take half damage.  They need to 
  make this Save every round that they are 
  in the fire and this includes youu.  You 
  cannot use any magic or item or spell to 
  reduce this damage, and you cannot have 
  another character heal you as the spell 
  continues.  The ONLY way that your 
  character can reduce this damage is by a 
  successful Saving Throw.  If your 
  character dies the spell rages on for the 
  duration of the ability.  It is up to the GM 
  if this spell is as high as the heavens or in 
  a 60 feet radius sphere.
  23
  
  24
  
  Illusion Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Color Spray
  Silent Image
  3rd
  Blur
  Invisibility
  5th
  Hypnotic Pattern
  Major Image
  7th
  Greater Invisibility
  Hallucinatory Terrain
  9th
  Creation
  Seeming
  1st Level – Illusionary Blessings – Targets
  of your illusion spells have disadvantage 
  on their Saving Throws.  You also gain the
  Wizard Illusion School “Illusion Savant” 
  ability found on page 118.
  2nd Level – Channel Divinity: Invoke 
  Duplicity – Same as the Trickery Domain 
  ability on page 63.
  6th Level – Channel Divinity: Impressive
  Illusions –  The DC to resist your illusion 
  spells is equal to 10 + Wisdom Modifier + 
  twice your Proficiency Bonus.  This effect 
  lasts for 1 minute.
  8th Level – Illusionary Strike – You 
  infuse your weapon attacks with 
  illusionary magic.  Targets of your attacks 
  think that you are striking in areas that 
  you are not.  They do not get their 
  Dexterity bonus added to their AC as a 
  result.  At 14th level they don't gain any 
  AC benefit from using a shield.
  17th Level – Avatar of Illusions – When 
  you are the target of any illusion spell the 
  spell is reflected back at the original caster
  and then you become the caster of the 
  spell.  The DC to resist the spell is the 
  same DC as the original caster.  In essence 
  you bounce the illusion spell back at them.
  25
  
  26
  
  Magic Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Detect Magic
  Identify
  3rd
  Magic Weapon
  Nymarra's Magic Aura*
  5th
  Dispel Magic
  Magic Circle
  7th
  Arcane Eye
  Polymorph
  9th
  Scrying
  Telekinesis
  *Spell's name changed from the PHB spell name.
  1st Level – Arcane Blessing – You get 
  Proficiency with Arcana and you gain any 
  one Wizard Cantrip and any one Sorcerer 
  Cantrip.
  2nd Level – Channel Divinity: Regain 
  Mana – Regain a Spell Slot of any level 
  that you can cast.
  6th Level – School of Thought – Pick one 
  school of magic.  You treat spells from that
  school as if they were Cleric spells that 
  you can prepare and cast.  Wisdom is still 
  your spellcasting ability.
  8th Level – Soul Burning – When you are 
  all out of spell slots and have no more 
  Channel Divinity uses left you can harm 
  yourself to cast another spell.  Roll your 
  Hit Die and permanently reduce your 
  total Hit Points by that rolled amount or 
  permanently reduce your Wisdom Stat by 
  1 point.  No curative or preventative 
  magic or abilities can restore this damage. 
  You destroyed part of your soul or divine 
  essence to make that spell happen.  At 14th 
  level this self damage is only temporary.
  17th Level – Arcane's Chosen – You have 
  Advantage on all Saving Throws vs. spells
  from your chosen school of magic.  So for 
  example if you chose the Evocation school 
  for your School of Thought ability and an 
  Evocation spell is hurled at you, you 
  would have Advantage on that Saving 
  Throw.
  27
  
  28
  
  Moon Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Sleep
  Speak with Animals
  3rd
  Darkvision
  Moonbeam
  5th
  Bestow Curse
  Remove Curse
  7th
  Dominate Beast
  Polymorph
  9th
  Dream
  Hold Monster
  1st Level – Blessings of the Moon's Light 
  – When you are bathed in the light of the 
  moon you gain Advantage on all attack 
  rolls.  You also gain the Light Cantrip.
  2nd Level – Channel Divinity: Soothe the 
  Savage Beast – Target a Druid in its Wild 
  Shape or a Werecreature in its monstrous 
  form (a creature affected by Lycanthropy) 
  and if they fail an Intelligence Saving 
  Throw they return once more to their 
  original form.
  6th Level – Channel Divinity: Wild Shape 
  –  This is the same as the Druid ability on 
  page 66 but the duration is 1 minute.
  8th Level – Moon's Healing Light – When 
  the light of the moon is illuminating you 
  and the target of your healing spells the 
  person that you are healing receives 
  maximum healing.  At 14th level any 
  healing spell cast in the light of the moon 
  heals all of the target's damage taken.
  17th Level – Moon's Luck. You gain the 
  Lucky Feat when you are bathed in the 
  light of the moon. You have a number of 
  Luck Points equal to your Cleric level.  If it
  is a cloudy night you do not gain this 
  ability.
  29
  
  30
  
  Plants Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Entangle
  Goodberry
  3rd
  Barkskin
  Locate Animals or Plants
  5th
  Plant Growth
  Speak with Plants
  7th
  Blight
  Grasping Vine
  9th
  Awaken (Plants only)
  Tree Stride
  1st Level – Green Blessings – You can gain
  either the Thorn Whip or Shillelagh 
  Cantrip.  You also gain Proficiency with 
  Nature & Survival.
  2nd Level – Channel Divinity: Charm 
  Plants – This is the same as the Nature 
  Domain ability on page 62 but you can 
  only use it on plants.
  6th Level – Feed off of the Sun – If you 
  have access to drinking water and you are 
  out in the sunlight for at least 2 hours you 
  do not need to eat any food that day.  Your
  skin begins to take on a slightly green hue.
  8th Level – Natural Resource – Your body 
  starts to produce edible plant-like 
  products.  This could be fruit, nuts, seeds, 
  edible or smoke-able leaves, edible 
  blossoms or flowers, etc. You choose what 
  is produced.  You produce an amount of 
  food servings equal to half of your Cleric 
  level rounded down.  So for example at 8th 
  level you can feed up to 4 people per day. 
  If you instead choose to produce a trad-
  able or sellable resource it will be worth 
  roughly 5 silver pieces per unit.  You 
  produce a number of units of these goods 
  at the same rate as the food or half of your
  Cleric level rounded down.
  17th Level – Hidden Flesh – As an action 
  you can begin the process of turning into a
  moving tree, bush, hedge, or any other 
  similar plant.  Your new form can be up to
  3 times taller than your normal form.  You 
  have to have touched a plant in the past to
  be able to turn into it.  Also, you can move
  in this form but at only half of your 
  current movement rate and it is awkward.
  31
  
  32
  
  Protection Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Protection from Evil and Good
  Shield
  3rd
  Aid
  Protection from Poison
  5th
  Protection from Energy
  Spirit Guardians
  7th
  Aura of Life
  Guardians of Faith
  9th
  Circle of Power
  Dispel Good & Evil
  1st Level – Bonus Cantrips – Blade Ward 
  & Resistance.
  2nd Level – Channel Divinity: Saving 
  Grace – You add your Proficiency Bonus 
  to all Saving Throws of any nearby allies 
  and yourself for 1 minute.
  6th Level – Lucky Feat
  8th Level – Ward the Weak – You have a 
  divine ward that absorbs damage that you
  take.  That ward has Hit Points equal to 
  your Cleric level plus your Wisdom 
  Modifier.  If you see a creature harmed 
  within 30 feet of you, you can choose to 
  have the damage go to the ward instead.  
  If the Hit Points of the ward reach zero 
  however any further damage hurts you 
  instead.  Once you create the ward you 
  cannot create it again until you have a 
  Long Rest.
  17th Level – Spell Resistance – You gain the
  Wizard Abjuration special ability called 
  Spell Resistance found on page 116.
  33
  
  34
  
  Revenge Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Bane
  Wrathful Smite
  3rd
  Hold Person
  Zone of Truth
  5th
  Speak with Dead
  Tongues
  7th
  Locate Creature
  Staggering Smite
  9th
  Bigbae's Hand*
  Hold Monster
  *Spell's name changed from the PHB spell name.
  1st Level – Hatred For Thee – Name a 
  unique NPC or creature (not a type of 
  creature). When dealing with that NPC or 
  Creature you gain Advantage on all rolls. 
  You can't change the target of this ability 
  unless they die.  Also gain Proficiency 
  with: Athletics, Intimidation, and 
  Survival.
  2nd Level – Channel Divinity: Vengeance 
  Is Mine – If you or one of your allies were 
  just injured in combat use this ability to 
  target a number of foes equal to your 
  Wisdom Modifier. When you hit them you
  deal maximum damage.  This ability lasts 
  for 1 minute.
  6th Level – Channel Divinity: You Shalt 
  Not Flee – If you or one of your allies 
  were just injured in combat use this ability
  to target a number of foes equal to your 
  Wisdom modifier.  They get no Dexterity 
  Bonus to their AC, and their movement 
  rate is halved unless they make a 
  Dexterity Saving Throw to resist it.
  8th Level – Dark Hatred – The target of 
  your Hatred For Thee ability suffers 
  Disadvantage on all Saving Throws 
  against your spells & effects.  At 14th level 
  you can make that same target re-roll any 
  successful dice roll by burning Inspiration.
  17th Level – I Desire Nothing Else – You 
  can take the guise of the target of your 
  Hatred For Thee ability at will (like a 
  Cantrip).  This is only an illusionary spell-
  like effect. Also once per Long Rest you 
  can teleport without error 10 other 
  creatures and yourself to the location of 
  your Hatred For Thee enemy.
  35
  
  36
  
  Slime Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Entangle (with slimy description)
  Grease
  3rd
  Melforna's Acid Arrow*
  Web (with slime description)
  5th
  Ray of Enfeeblement
  Slow
  7th
  Confusion
  Protection from Energy
  9th
  Hold Monster
  Mislead
  *Spell's name changed from the PHB spell name.
  1st Level – Bonus Cantrips – You gain the 
  Acid Splash and Poison Spray Cantrips.
  2nd Level – Channel Divinity: Ooze 
  Affinity – You can turn oozes like Undead
  or you can charm them like the Charm 
  Person spell with the same duration.
  6th Level – Channel Divinity: Exude 
  Slime – You can exude slime from your 
  skin and orifices that is either slippery or 
  acidic.  If you are the target of a grapple 
  attack you gain Advantage on the 
  Dexterity (Acrobatics) roll to avoid it.  You
  may also get Advantage on Saving 
  Throws for other instances but check with 
  your DM.  You can also collect this slime 
  and spread it over surfaces.  You exude 1 
  cubic feet of slime per Cleric level.
  8th Level – Acidic Attack – Once on each 
  of your turns when you hit a creature you 
  can deal an additional 1D8 acid damage. 
  At 14th level this damage increases to 2D8.
  17th Level – Summon Slime / Ooze – You 
  tear through space and time and drag an 
  extraplanar slime or ooze creature from its
  strange dimension to the material plane.  
  It follows your commands for 1 round per 
  Cleric Level and then it will act naturally 
  there after (which probably means it will 
  try to kill you).  It is up to the GM as to 
  what CR rating the slime or ooze is and 
  how many Hit Dice it has.
  37
  
  38
  
  Stars Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Faerie Fire
  Sleep
  3rd
  Darkvision
  Suggestion
  5th
  Dispel Magic
  Remove Curse
  7th
  Conjure Woodland Beings
  Dimension Door
  9th
  Dream
  Reincarnate
  1st Level – Blessings of the Stars – You 
  gain the Light Cantrip and you gain 
  Proficiency with two of the following: 
  Arcana, Deception, Insight, or Stealth.
  2nd Level – Channel Divinity: Inspiration 
  of the Stars – If you touch someone 
  during the night they gain Advantage on 
  all non-combat skill rolls for 1 minute. 
  They also gain 1 Inspiration if they do not 
  possess one.
  6th Level – Ritual Caster – You gain the 
  Ritual Caster Feat.
  8th Level – Keen Mind – You gain the 
  Keen Mind Feat.  At 14th level all 
  Intelligence Saving Throws have 
  Advantage.
  17th Level – Unleash the Heat of the Stars 
  – A number of times per day equal to your
  Wisdom modifier you can cast the spell 
  Starfire which is found below.
  39
  
  Starfire Spell
  5th Level Evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: S, M (a crystal filled with phosphorescent material that has absorbed the 
  light of the stars)
  Duration: 1 minute
  You summon forth the flames of the stars and it emanates from your eyes as a ray and it
  shoots forth to a target of your choice, bathing it and the area around it in colorful 
  flames. The flames will burn on any surface and will catch any surface on fire. The area 
  of effect of the spell is the target creature and a 10 feet radius around them. The spell 
  deals 4D12 damage per round for 1 minute. Items that are normally flammable will 
  continue to burn after the spell's duration.  All those in the area of effect will have have 
  to make a Dexterity saving throw to take half damage. The target creature of the spell 
  gets disadvantage on the saving throw the first round.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the 
  damage increases by 1D12 for each slot above 5th level.
  40
  
  Strength Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Compelled Duel
  Jump
  3rd
  Enhance Ability (Strength or Constitution)
  Enlarge / Reduce
  5th
  Haste
  Slow
  7th
  Deathward
  Freedom of Movement
  9th
  Banishing Smite
  Bigbae's Hand*
  *Spell's name changed from the PHB spell name.
  1st Level – Strength's Blessing – You gain 
  the Athlete Feat from the PHB.  You also 
  gain proficiency with Athletics and with 
  Strength Saving Throws.
  2nd Level – Channel Divinity: Feat of 
  Strength – You can add your Cleric level 
  as a bonus to any dice roll to attempt to 
  lift, push, pull, bend metal, or throw a 
  heavy object.  It is up to the GM as to 
  when this ability can be used.
  6th Level – Tavern Brawler – You gain the 
  Tavern Brawler Feat.
  8th Level – Grappler – You gain the 
  Grappler Feat.  At 14th level the target of 
  your Grapple attempt has Disadvantage to
  resist it.
  17th Level – Bestow Strength – By 
  touching a creature you can give them 
  your Channel Divinity: Feat of Strength 
  ability.  If they don't perform a feat of 
  strength within 1 minute the effect ends. 
  All those touched fall under the same 
  restrictions and limitations of its use as if 
  they were all one character.   
  41
  
  42
  
  Suffering Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Bane
  Inflict Wounds
  3rd
  Flaming Sphere
  Ray of Enfeeblement
  5th
  Bestow Curse
  Vampiric Touch
  7th
  Blight
  Contagion
  9th
  Commune (Your Pain Needed)
  Eyebite (6th level spell)
  1st Level – Gifts of Suffering – You gain the 
  Chill Touch Cantrip and you gain Proficiency 
  with Constitution Saving Throws.
  2nd Level – Channel Divinity: Pain is an Ally – 
  Choose a creature and if it fails a Constitution 
  Saving Throw it is filled with intense pain.  They
  have Disadvantage on all dice rolls for a number
  of minutes equal to your Cleric level.
  6th Level – Greet My Pain – By intentionally 
  harming yourself with a weapon or a spell a 
  target up to 30 feet away takes the exact same 
  damage in the exact same location.  If they make
  a Constitution Saving Throw they take half 
  damage.
  8th Level – Link of Dismemberment – The God 
  of Suffering enjoys when his or her servants 
  suffer and it is said that the God enjoys 
  dismemberment and disfigurement above all. 
  Target a humanoid creature (with roughly the 
  same parts as a humanoid) and if it fails a 
  Constitution Saving Throw both of your bodies 
  become spiritually linked for 1 minute.  During 
  that time if you remove or tear out or cut off a 
  body part the exact same thing happens to the 
  linked creature.  As long as you can see the 
  target the range does not matter.  Parts that you 
  remove from yourself (as long as you still 
  possess them) will return or reattach or will go 
  back to their original location after a Long Rest. 
  While you are missing parts you have 
  Disadvantage on all rolls from the intense pain. 
  If a character would remove their head... well, 
  they would be dead and the target would make 
  Death Saving Throws.  If they fail all of the 
  Death Saving Throws their deceased head 
  would be removed.  Removing your head 
  instantly kills you however.
  17th Level – Resistant to Pain – When you use 
  the My Pain is Your Pain ability your targets 
  take twice as much damage as you do.  When 
  you use the Link of Dismemberment ability your
  removed parts will return to their original 
  locations (if you still possess them) after a Short 
  Rest. 
  43
  
  44
  
  Trade Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Charm Person
  Expeditious Retreat
  3rd
  Enhance Ability
  Suggestion
  5th
  Calm Emotions
  Protection from Energy
  7th
  Dimension Door
  Guardian of Faith
  9th
  Dominate Person
  Teleportation Circle
  1st Level – Skills of the Trade – You gain 
  the Prestidigitation Cantrip and you can 
  choose two of the following to be 
  Proficient with: Intimidation, Perception, 
  or Persuasion.
  2nd Level – Channel Divinity: Barter – 
  You gain Advantage on all rolls associated
  with making a deal, or trading, or getting 
  yourself out of a “jam.”
  6th Level – Channel Divinity: False Coin –
  You can summon 1D100 coins of random 
  denominations from your God's plane of 
  existence.  These coins last for a number of
  hours equal to your Cleric Level and then 
  they will fade and return to their home 
  plane.
  8th Level – Words Are Greater Than the 
  Sword – Once per Long Rest you can 
  automatically convince a creature not to 
  attack you.  You can do this twice at 14th  
  Level per Long Rest.
  17th Level – Merchant Extraordinaire –  
  You can spend your Inspiration to get a 
  VERY good deal with a merchant, or to 
  make someone buy more of a product 
  than they actually want or desire to.
  45
  
  46
  
  Travel Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Expeditious Retreat
  Longstrider
  3rd
  Retreat
  Spider Climb
  5th
  Leonardo's Tiny Hut*
  Waterwalk
  7th
  Dimension Door
  Freedom of Movement
  9th
  Teleportation Circle
  Tree Stride
  *Spell's name changed from the PHB spell name.
  1st Level – Blessings of the Road – You 
  gain Proficiency with Athletics & Survival 
  and you are proficient with Medium 
  Armor.
  2nd Level – Channel Divinity: Fleet of 
  Foot – Your normal movement rate is 
  doubled for 1 minute.
  6th Level – Benign Transposition – This is 
  the same as the Wizard Conjuration ability
  found on page 116.
  8th Level – On Your Toes – You gain 
  Proficiency with Dexterity Saving Throws,
  and if you already have that you gain 
  Advantage on those Saving Throws.  At 
  14th Level you gain a bonus to your 
  Initiative roll equal to your Cleric Level.  
  17th Level – Teleport – You can prepare the
  Teleport spell (which is a level 7 spell) and
  when you use it you are always “Very 
  Familiar” with your destination via the 
  will of the God of Travel.
  47
  
  48
  
  Water Domain
  Cleric Level
  1st Domain Spell
  2nd Domain Spell
  1st
  Create or Destroy Water
  Purify Food or Drink
  3rd
  Fog Cloud
  Waterbreathing
  5th
  Create Food or Water
  Water Walk
  7th
  Conjure Minor Elemental (Water)
  Control Water
  9th
  Cone of Cold
  Conjure Elemental (Water)
  1st Level – Watery Blessings – You can 
  turn Fire Creatures with your Turn 
  Undead ability.  You also have Proficiency 
  with the Athletics skill and your Swim 
  Speed is the same as your Movement Rate.
  2nd Level – Channel Divinity: Water Walk
  – This is the same as the Water Walk spell 
  but the duration is for 1 minute per Cleric 
  level.
  6th Level – Channel Divinity: Freezing & 
  Melting – By touching the surface of a 
  body of water you can freeze it solid 
  instantly.  It remains completely frozen for
  1 minute and then it will begin to melt 
  normally or remain frozen if the 
  temperature is below the freezing point. 
  You can also instantly melt ice to water 
  (doing the opposite of the above 
  mentioned stuff).  You can freeze or melt 
  10 cubic feet of water or ice per Cleric 
  level.  If you touch a target and they fail a 
  Constitution Saving Throw you can freeze
  some of their blood dealing out 6D6 
  damage in the process.
  8th Level – Blessings of the Dark Depths –
  You can never drown and at 14th Level you
  don't take damage from deep ocean 
  pressure.  You also have Advantage on 
  any Saving Throw to spells that deal out 
  Bludgeoning damage.   
  17th Level – Breathe in Vain – A bolt of 
  water vapor springs forth from your hand 
  and flies up to 150 feet to a point of your 
  choosing.  Centered on that point there is 
  a 40 feet radius and those found within 
  that radius have their lungs begin to fill 
  with water.  They need to make 3 
  Constitution Saving Throws against you 
  spell DC to expel the water from their 
  lungs or drown.
  49
  
  50
  
  Appendix: Random Domains
  Roll 1D30 twice for each deity (or 1D20 + 1D10 or 3D10 if you do not own a D30).  Once 
  you select a domain scratch it off the list. If you roll that result again pick the closest 
  available domain either above or below it or pick between the two closest results.  If you
  don't mind having deities that overlap and have the same domains just roll for each 
  deity and keep the results.  Those domains marked with an asterix are in the 5E PHB.
  1
  Air
  7
  Destruction
  13
  Light
  19
  Protection
  25
  Tempest
  2
  Animals
  8
  Earth
  14
  Life
  20
  Revenge
  26
  Trade
  3
  Charm 
  9
  Fate
  15
  Magic
  21
  Slime
  27
  Travel
  4
  Crafts
  10
  Fire
  16
  Moon
  22
  Stars
  28
  Trickery
  5
  Darkness
  11
  Illusions
  17
  Nature
  23
  Strength
  29
  War
  6
  Death
  12
  Knowledge
  18
  Plants
  24
  Suffering
  30
  Water
  51
  
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  END OF LICENSE
  52
  
  FIFTH EDITION
  CLERIC DOMAINS
  If you are looking for some additional options for 
  Cleric characters, you have come to the right place.  
  Go forth and be righteous!
  53
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Samwise7RPG - Fifth Edition Cleric Domains.pdf