From e959e97a80883b1e0ec52fdf3d91fafa3d340c8c Mon Sep 17 00:00:00 2001 From: Jared Delony Date: Sat, 1 Nov 2025 19:46:38 -0500 Subject: [PATCH] Fixing Chapter3 first quarter done --- Chapters/Chapter3-Barbarian.md | 58 ++----- Chapters/Chapter3-Bard.md | 44 ++++-- Chapters/Chapter3-Cleric.md | 268 ++++++++++++++++++++++++++++++++- 3 files changed, 315 insertions(+), 55 deletions(-) diff --git a/Chapters/Chapter3-Barbarian.md b/Chapters/Chapter3-Barbarian.md index 50b8e53..daf2cdc 100644 --- a/Chapters/Chapter3-Barbarian.md +++ b/Chapters/Chapter3-Barbarian.md @@ -78,15 +78,15 @@ Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival -![Image](dnd_5e_playersHandbook_artifacts/image_000036_10387920db9cf4d57a5d99640464d5e99340303ee888af165d17f0b180f60dfa.png) - ## EQUIPMENT +![Image](dnd_5e_playersHandbook_artifacts/image_000036_10387920db9cf4d57a5d99640464d5e99340303ee888af165d17f0b180f60dfa.png) + You start with the following equipment, in addition to the equipment granted by your background: -- · (a) a grecataxe or (b) any martial melee weapon -- · (a) two handaxes or (b) any simple weapon -- · An explorer's pack and four javelins +- (a) a grecataxe or (b) any martial melee weapon +- (a) two handaxes or (b) any simple weapon +- An explorer's pack and four javelins ## RAGE @@ -94,9 +94,9 @@ In battle, you fight with primal ferocity. On your turn, you can enter a rage as While raging, you gain the following benefits if you aren't wearing heavy armor: -- · You have advantage on Strength checks and Strength saving throws. -- · When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. -- · You have resistance to bludgeoning, piercing, and slashing damage. +- You have advantage on Strength checks and Strength saving throws. +- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. +- You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. @@ -164,7 +164,9 @@ Beginning at 18th level, if your total for a Strength check is less than your St At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. -## PRIMAL PATHS +# PRIMAL PATHS + +![Image](dnd_5e_playersHandbook_artifacts/image_000037_9365b5788c9f49a9d5167d97f7829451c9dfa089d1e2aa8113ffa6fa85ca0a2d.png) Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different @@ -184,13 +186,7 @@ Beginning at 6th level, you can't be charmed or frightened while raging. If you ## INTIMIDATING PRESENCE -Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened - -![Image](dnd_5e_playersHandbook_artifacts/image_000037_9365b5788c9f49a9d5167d97f7829451c9dfa089d1e2aa8113ffa6fa85ca0a2d.png) - -![Image](dnd_5e_playersHandbook_artifacts/image_000038_5c127e4bb769b7b1124b1bc5af918e04c1c5a5a1c5ff1a19e565bafcf7bbdc1a.png) - -creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. +Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. @@ -200,6 +196,8 @@ Starting at 14th level, when you take damage from a creature that is within 5 fe ## PATH OF THE TOTEM WARRIOR +![Image](dnd_5e_playersHandbook_artifacts/image_000038_5c127e4bb769b7b1124b1bc5af918e04c1c5a5a1c5ff1a19e565bafcf7bbdc1a.png) + The Path of the Totem Warrior is a spiritual journey as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. @@ -243,31 +241,3 @@ Bear. While you're raging, any creature within 5 feet of you that's hostile to y Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. - -## BARD - -Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song-knowledge of the people who constructed the monument and the mythic saga it depicts. - -A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his songs fortifies and emboldens them. - -Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions words will be well received. - -Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. - -## MUSIC AND MAGIC - -In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. - -The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge. - -## LEARNING FROM EXPERIENCE - -True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows. - -Only rarely do bards settle in one place for long, and their natural desire to travel-to find new tales to tell, new skills to learn, and new discoveries beyond the horizon-makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost - -![Image](dnd_5e_playersHandbook_artifacts/image_000039_f06fe8d7795e2b7029491073a7a01bc073cc08b752e5994eb6701b2364960f01.png) - -![Image](dnd_5e_playersHandbook_artifacts/image_000040_5d32442673afc2569b28ab1591fc3fb9d3893f5b8ab5832b083af77fbc02d765.png) - -works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves. diff --git a/Chapters/Chapter3-Bard.md b/Chapters/Chapter3-Bard.md index 8f25146..0a6cc78 100644 --- a/Chapters/Chapter3-Bard.md +++ b/Chapters/Chapter3-Bard.md @@ -1,4 +1,30 @@ -# CREATING A BARD +## BARD + +![Image](dnd_5e_playersHandbook_artifacts/image_000039_f06fe8d7795e2b7029491073a7a01bc073cc08b752e5994eb6701b2364960f01.png) + +Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song-knowledge of the people who constructed the monument and the mythic saga it depicts. + +A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his songs fortifies and emboldens them. + +Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions words will be well received. + +Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. + +## MUSIC AND MAGIC + +In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. + +The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge. + +## LEARNING FROM EXPERIENCE + +True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows. + +Only rarely do bards settle in one place for long, and their natural desire to travel-to find new tales to tell, new skills to learn, and new discoveries beyond the horizon-makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves. + +## CREATING A BARD + +![Image](dnd_5e_playersHandbook_artifacts/image_000040_5d32442673afc2569b28ab1591fc3fb9d3893f5b8ab5832b083af77fbc02d765.png) Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. @@ -32,10 +58,10 @@ Saving Throws: Dexterity, Charisma Skills: Choose any three You start with the following equipment, in addition to the equipment granted by your background: -- · (a) a rapier, (b) a longsword, or (c) any simple weapon -- · (a) a diplomat's pack or (b) an entertainer's pack -- · (a) a lute or (b) any other musical instrument -- · Leather armor and dagger +- (a) a rapier, (b) a longsword, or (c) any simple weapon +- (a) a diplomat's pack or (b) an entertainer's pack +- (a) a lute or (b) any other musical instrument +- Leather armor and dagger ## SPELLCASTING @@ -149,6 +175,8 @@ At 20th level, when you roll initiative and have no uses of Bardic Inspiration l ## BARD COLLEGES +![Image](dnd_5e_playersHandbook_artifacts/image_000041_8e6a5cfa9707d7fe16ecaae2a2c79bf1aba96812a14d491c9e19af232ed74bf3.png) + The way of a bard is gracious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions. ## COLLEGE OF LORE @@ -165,11 +193,7 @@ When you join the College of Lore at 3rd level, you gain proficiency with three ## CUTTING WORDS -Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability - -![Image](dnd_5e_playersHandbook_artifacts/image_000041_8e6a5cfa9707d7fe16ecaae2a2c79bf1aba96812a14d491c9e19af232ed74bf3.png) - -check succeeds or fails, or before the creature deals its damage. The creature is immune if it can hear you or if it's immune to being charmed. +Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can hear you or if it's immune to being charmed. ## ADDITIONAL MAGICAL SECRETS diff --git a/Chapters/Chapter3-Cleric.md b/Chapters/Chapter3-Cleric.md index 4614ac6..3460135 100644 --- a/Chapters/Chapter3-Cleric.md +++ b/Chapters/Chapter3-Cleric.md @@ -1,4 +1,270 @@ -Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. +# CLERIC + +Arms and eyes upholred toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions. + +Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe's fall. + +Calling down a curse upon the forces of undead, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions. + +Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. + +## HEALERS AND WARRIORS + +Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. + +Harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity's wishes. + +Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a place to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side. + +## DIVINE AGENTS + +Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies. + +When a cleric takes up an adventuring life, it is usually because his or her gods demand it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect + +## SPELLCASTING + +As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list. + +## CANTRIPS + +At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. + +## PREPARING AND CASTING SPELLS + +The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + +You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. + +For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. + +![Image](dnd_5e_playersHandbook_artifacts/image_000043_d8d8c825207b8bf502a89b1ad7ff04c37ed5175d53068155bf835edf466247eb.png) + +You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. + +## SPELLCASTING ABILITY + +Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. + +Spell save DC + your proficiency bonus + your Wisdom modifier + +Spell attack modifier = your proficiency bonus + your Wisdom modifier + +## RITUAL CASTING + +You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. + +## SPELLCASTING FOCUS + +You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells. + +## DIVINE DOMAIN + +Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. + +## DOMAIN SPELLS + +Each domain has a list of spells-its domain spellsthat you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. + +If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. + +## CHANNEL DIVINITY + +At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. + +When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. + +Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. + +Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, + +you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. + +## CHANNEL DIVINITY: TURN UNDEAD + +As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. 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 move to 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, the creature can use the Dodge action. + +## ABILITY SCORE IMPROVEMENT + +When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + +## DESTROY UNDEAD + +Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. + +## DESTROY UNDEAD + +| Cleric Level | Destroys Undead of CR . | +|----------------|---------------------------| +| 5th | 1/2 or lower | +| 8th | 1 or lower | +| 11th | 2 or lower | +| 14th | 3 or lower | +| 17th | 4 or lower | + +## DIVINE INTERVENTION + +Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. + +Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. + +At 20th level, your call for intervention succeeds automatically, no roll required. + +## DIVINE DOMAINS + +In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. For example, the portfolio of the Greek god Apollo includes the + +domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain. + +Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus ("radiant") Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius ("healing"), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. + +Each domain's description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Ebbron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity. + +## KNOWLEDGE DOMAIN + +The gods of knowledge-including Oghma, Boccob, Gilean, Aureon, and Thoth-value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hepaestus, and Goibhniu. + +## KNOWLEDGE DOMAIN SPELLS + +| Cleric Level | Spells | +|----------------|-------------------------------| +| 1st | command, identify | +| 3rd | augury, suggestion | +| 5th | nondetection, speak with dead | +| 7th | arcane eye, confusion | +| 9th | legend lore, scrying | + +## BLESSINGS OF KNOWLEDGE + +At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. + +## CHANNEL DIVINITY: + +KNOWLEDGE OF THE AGES + +Starting at 2nd level, 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 have proficiency with the chosen skill or tool. + +## CHANNEL DIVINITY: READ THOUGHTS + +At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it. + +As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. + +If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. + +During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. + +## POTENT SPELLCASTING + +Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + +## VISIONS OF THE PAST + +Starting at 17th level, 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 and must maintain concentration during that time, as if you were casting a spell. + +Once you use this feature, you can 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 recent past (within a number of days 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 days 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. + +## LIFE DOMAIN + +The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods + +of healing or endurance (such as Ilmater, Mishakal, Apollo, and Dianchect), and gods of home and community (such as Hestia, Hathor, and Boldrei). + +## LIFE DOMAIN SPELLS + +| Cleric Level Spells | +|------------------------------------------| +| 1st bless, cure wounds | +| 3rd lesser restoration, spiritual weapon | +| 5th beacon of hope, revivify | +| 7th death ward, guardian of faith | +| 9th mass cure wounds, raise dead | + +## BONUS PROFICIENCY + +When you choose this domain at 1st level, you gain proficiency with heavy armor. + +## DISCIPLE OF LIFE + +Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. + +## CHANNEL DIVINITY: PRESERVE LIFE + +Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. + +As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit maximum. You can't use this feature on an undead or a construct. + +## BLESSED HEALER + +Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. + +## DIVINE STRIKE + +At 8th level, you gain the ability to infuse your weapon strikes with divine 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + +## SUPREME HEALING + +Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. + +## LIGHT DOMAIN + +Gods of light-including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty-promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun + +across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness. + +## LIGHT DOMAIN SPELLS + +## Cleric Level Spells + +burning hands, faerie fire + +flaming sphere, scorching ray + +daylight, fireball + +guardian of faith, wall of fire + +flame strike, scrying + +## BONUS CANTRIP + +When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. + +## WARDING FLARE + +Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. + +You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + +## CHANNEL DIVINITY: RADIANCE OF THE DAWN + +Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. + +As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. + +## IMPROVED FLARE + +Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. + +## POTENT SPELLCASTING + +Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + +## CORONA OF LIGHT + +Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. + +![Image](dnd_5e_playersHandbook_artifacts/image_000044_426404dbd7c00d6ef2dd107ce96be0cc4e5cc64da3cbef2a936c2b06117a52f0.png) + +## NATURE DOMAIN + +Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. ## NATURE DOMAIN SPELLS