Knowledge Domain

Modified Ability Scores (Optional Human)
STR 11 [+0]; CON 14 [+2]; DEX 12 [+1]; INT 16 [+3]; WIS 20 [+5]; CHA 15 [+2]
Hit Points (8+7x5) = 43

Class Proficiency: Insight, Persuasion, Medicine
Background Proficiency:
Special Proficiency: Arcana +6 (Human), History +9 (Domain), Religion +9 (Domain).

Saving Throws: Strength +0, Constitution +2, Dexterity +1, Intelligence +3, Wisdom +8, Charisma +5

Cleric Levels Proficiency Bonus Features Cantrips Known 1st Level 2nd Level 3rd Level
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest),Domain feature 3 3
3rd +2 - 3 4 2
4th +2 Ability Score Improvement (WIS) 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest),Domain feature 4 4 3 3

F e a t u r e : R e s e a r c h e r
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from w hom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets o f the multiverse can require an adventure or even a whole campaign.

L i g h t D o m a i n S p e l l s
Cleric Level Spells
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

P r e p a r i n g a n d C a s t i n g S p e l l s
The Cleric table shows how many spell slots you have to cast your spells o f 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 o f cleric spells that are available for you to cast, choosing from the cleric spell list. When
you do so, choose a number o f cleric spells equal to your Wisdom modifier + your cleric level (minimum of
one spell). The spells must be o f 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 o f 16, your list o f prepared spells can include six spells o f 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 o f prepared spells.

R i t u a l C a s t in g
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Sp e l l c a s t in g F o c u s
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.

C l e r i c S p e l l s P r e p a r e d
C a n t r i p s (0 L e v e l )
Guidance [Divination] (V,S; Concentration) (casting time: 1 action)
Mending [Transmutation] (V,S,M) (casting time: 1 minute)

1 s t L e v e l - 5 p r e p a r e d - (4 slots)

2 n d L e v e l - 2 p r e p a r e d - (3 slots)

3 r d L e v e l - 3 p r e p a r e d - (3 slots)

B l e s s in g s o f K n o w l e d g e
At 1st level, you learn two languages o f your choice. You also become proficient in your choice o f two o f the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either o f those skills.

C h a n n e l D i v i n i t y :
K n o w l e d g e o f t h e A g e s
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well o f knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

C h a n n e l D i v i n i t y : R e a d T h o u g h t s
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 o f 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 o f 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.

P o t e n t S p e l l c a s t in g
Starting at 8th level, you add your W isdom modifier to the damage you deal with any cleric cantrip.

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