Cleric Domains:

Arcane Domain
1 Magic Missile
3 Magic Weapon
5 Dispel Magic
7 Arcane Eye
9 Scrying

Cantrips: You know one mage cantrip and two cleric cantrips of your choice.

Disciple of Magic: You can use magic items that normally require you to be a wizard to use them.

Channel Divinity: Magical Might
Starting at second level when you use an action to cast a spell, you can expend a use of your channel divinity to give one of the targets of that spell disadvantage on it’s saving throws against the spell this turn. If you are at least 11th level, the target you choose gains no benefit from magic resistance against the spell.

Channel Divinity: Divine Recovery
Starting at 6th level you can expend a use of your channel divinity to recall expended spell slots. The spell slots can have a combined level that is equal to a quarter of your level, rounded up.

Death Domain
1 Detect Good and Evil
3 lesser restoration
5 speak with dead
7 Death Ward
9 Mass Cure Wounds
11 Harm
15 Trap the Soul

Cantrips: Chill Touch or Ray of Frost, plus two others from the cleric spell list.

Proficiencies: Gain proficiency with heavy armor.

Channel Divinity: Reaper’s Wrath
Starting at 2nd level you can use your channel divinity to slay the undead. As an action, present your holy symbol. All undead creatures within 25 feet must make a wisdom saving throw (DC 8 + wis + spell bonus). Any undead creature that fails its saving throw takes 2d10 radiant damage. Creatures that succeed on their saving throw take half damage. In addition, any allies within 25 feet may make a save against ongoing necrotic damage.

Channel Divinity: Stay the hand of death
Starting at 6th level you can use your channel divinity to stay the hand of death from taking your allies when they fall. As an action, present your holy symbol. For one minute, all allies within 25 feet of you succeed on a death roll of 5 or higher and regain 1 hit point on a roll of 19 or higher.

Knowledge Domain
1 Comprehend Languages
3 Augury (May be cast without spell components)
5 Speak with Dead
7 Confusion
9 True Seeing

Proficiencies: Gain proficiency in two Intelligence based skills of your choice.

Channel Divinity: Divine Shelter
Starting at second level, when another creature within 50 feet of you takes damage, you can expend a use of your channel divinity as a reaction. When you do so, reduce the damage the creature takes by 15. If you are at least 11th level, reduce the damage by 30 instead.

Starting at 16th level, you gain an additional +5 to two skills of your choice from the following: Arcana, History, Nature, Religion.

Trickster Domain
1 Sanctuary
3 Mirror Image
5 Aura of Invisibility
9 Dominate Person
11 Mass Suggestion
15 Power Word Stun

Cantrips: You know the minor illusion cantrip, plus two cantrips of your choice from the cleric’s cantrip list.

Proficiencies: You have proficiency with light armor.

Channel Divinity: Trickster’s Boon
Starting at second level you can expend a use of your channel divinity to cause confusion on your enemies. You whisper divinely enchanted taunts and lies. All enemies within 25 feet make a Wisdom save against your spell DC. On a failure they are stunned and suffer 2d8 psychic damage. On a successful save, they take half damage and are not stunned. A stunned creature may spend it’s action to roll a wisdom save to remove the condition. Starting at 11th level, the damage increases to 4d8.

Master of Deceipt:
At 16th Level you can cast Major Illusion without expending a spell slot.


Libertat DMaaron