People who are this class
Ryuma Drakarax, Maura Hoccor
As a cleric, you gain the following class features.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol
As a conduit for divine power, you can cast cleric spells.
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.
Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric 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.
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 = 8 + 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 as a spellcasting focus for your cleric spells.
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. 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, Source
Domain Spells
Each domain has a list of spells-its domain spells that 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.
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.
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
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 Cleric table above.
Replaces the Divine Strike or Potent Spellcasting feature
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
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.
Legendary Class
LV 21: Legendary Feat, Epic Spell Slot (10th), Channel Divinity (4), Sacred Virtues, Holy Pledge, Aspect of Faith
LV 22: Divine Resistance, Desperate Prayer (1)
LV 23: Divine Recovery (1)
LV 24: Legendary ASI/Feat
LV 25: Epic Spell Slot (11th), Sacred Virtues (2)
LV 26: Desperate Prayer (2)
LV 27: Divine Recovery (2)
LV 28: Legendary ASI/Feat
LV 29: Sacred Virtues (3), Channel Divinity (5), Desperate Prayer(3)
LV 30: Epic Spell Slot (12th), Champion of Divinity
Spell Slots
Sacred Virtues
You have begun to swear virtues which grants you strength. You may choose a Combat Trait from the options listed later in this document. Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 21st level, 25th level, and 29th level
Holy Pledge
You have pledged yourself to a specific deity. This pledge is known as your Holy Pledge, and you swear it to a specific deity. The deities you can swear your pledge to can be found later in this document, every pledge offers at least three boons listed in the pledges description. Your holy pledge is a big deal, it is not something that can be changed easily. If something in roleplay/the game you are playing in warrants a change of deity, then you may change it, but otherwise you may not change your pledge
Aspect of Faith
Your faith has begun to manifest in a specific way. Choose an Aspect, the options can be found later in this document
Divine Resistance
You are able to use your limited divinity to shrug off that which seeks to harm you. Whenever you fail a saving throw, you may expend a usage of Channel Divinity to succeed instead
Desperate Prayer
You are able to quickly beseech your deity for minor aid. As a bonus action, you may regain an expended usage of your channel divinity, or an expended spell slot of a level equal to or lower than your proficiency bonus. Once you use this feature, you cannot do so again until you complete a long rest. At 26th level, you may use this feature 2 times between rests. At 29th level, you may use this feature 3 times between rests
Divine Recovery
You are able to more easily recover your expended divine energy. Whenever you finish a short rest, you regain one expended usage of your Channel Divinity feature. Starting at 27th level, you regain two expended usages of your Channel Divinity whenever you finish a short rest
Champion of Divinity
Your god has fully recognized you and declared you as one of their champions. This grants you the following benefits:
-Whenever you are killed, provided your deity is still alive and has other worshippers, your body and equipment discorporates. 24 hours later you are returned to life on your deities realm with all your equipment, having gained the benefits of a long rest. Your deity can choose to prevent this effect from happening.
-You now recover all expended usages of your Channel Divinity on a short rest, instead of just one.
-Your Divine Intervention feature is now guaranteed, and you regain usage of it after 24 hours have passed since you last used it.
Armored Up
You gain proficiency in Medium Armor and Shields. If you already have proficiency in Medium Armor, you instead gain proficiency in Heavy Armor.
Cantrip Exchange
Prerequisite: Aspect of the Conduit
Whenever you cast a cantrip that deals damage, you may change its damage type to another damage type of your choice. The damage type you change it to must be the damage type of another cantrip you know.
Deities Skills
Prerequisite: Aspect of the Missionary
You gain a 1d4 bonus to all Intelligence, Wisdom and Charisma ability checks you make.
Do No Evil
Prerequisite: You do not have "Speak No Evil"
Wizard spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.
Faithful Weapon
Prerequisite: Aspect of the Warrior
Whenever you attack with a weapon you are proficient in, you can use your Cleric modifier for the weapons attack and damage rolls, rather than whatever ability score you'd normally use.
Holy Recovery
During a short rest, you may choose to recover spell slots whose collective level is no greater than half your Cleric level (Rounded down) For example, if you are a 22th level Cleric, you could recover eight 1st level spell slots and one 2nd level spell slot, or one 6th level spell slot. Once you use this feature, you may not do so again until you complete a long rest. If you are level 25 or greater in this class, you may select this trait a second time, which allows you to use this feature two times between long rests. If you are 29th level in this class, you may select this trait a third time, which allows you to use this feature three times between long rests. You may choose to use this feature multiple times during a single short rest if you have multiple usages of it.
Lesser Faiths Guidance
Prerequisite: You do not have "Aspect of the Missionary"
Whenever you make an ability check that uses Intelligence, Wisdom or Charisma. You may use your Cleric modifier in place of the ability score it' normally use. You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up) you regain all expended uses upon completing a long rest.
Lesser Faiths Shield
Prerequisite: You do not have "Aspect of the Priest"
As a reaction to being hit by an attack, you may gain a bonus to your AC equal to your Cleric modifier (Minimum of 1) until the start of your next turn (Including against the triggering attack) You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up) you regain all expended uses upon completing a long rest.
Lesser Rampaging Conduit
Prerequisite: You do not have "Aspect of the Conduit"
As a bonus action, you may cast a cleric cantrip you know. You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up) you regain all expended uses upon completing a long rest.
Lesser War Strike
Prerequisite: You do not have "Aspect of the Warrior"
Once on each of your turns (No action required) You may make an attack using a weapon you are proficient in. You may do so a number of times equal to half your Cleric modifier (Minimum of 1, Rounded up), you regain all expended uses upon completing a long rest.
Movement of the Mage
When you would be caught in the area of a spell or effect (Such as a dragons breath weapon or a spellcasters Fireball spell) you may use your reaction to cast a spell or use an Enigma that moves or teleports you, potentially moving you out of the way of the effects area.
Polytheistic
Choose a Holy Pledge other than the one you have. You may select one Sacred Boon from that pledge and gain its benefits. You may select this trait multiple times, selecting a different Sacred Boon for each subsequent taking. You can only take boons from up to three different holy pledges though (So the ones from your initial holy pledge and then up to two more from this feature)
Priestly Garments
Prerequisite: Aspect of the Priest Provided you are not wielding a shield, you have a natural AC equal to 12 + Your Proficiency bonus. If you are wearing armor and the armors AC bonus would leave you with less AC than this amount, you may instead use this amount.
Reactive Mage
You gain an additional reaction, this reaction can only be used to cast spells as a reaction, or use Channel Divinities that require a reaction to use. You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection.
Resilient Body
Your HP maximum increases by an amount equal to three times your level in this class. Every time you gain a Cleric level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times.
Skirmisher
When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.
Speak No Evil
Prerequisite: You do not have "Do No Evil"
Warlock spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.
Without Borders
Whenever you cast a spell or use a Cleric feature that would normally be unable to restore hit points to Constructs or Undead, it can now restore hit points to such creatures.
Call for Aid
Prerequisite: 29th Level
If your Divine Intervention feature is currently unavailable, you may still attempt to use it. Whether you succeed or fail in the usage, your attempt to overchannel your deities energy overwhelms you. You are set to one below the maximum levels of exhaustion you can have after the intervention resolves (Typically this means you are set to 5 levels of exhaustion) If you are already at one below the maximum number of exhaustion levels you can have, you are brought to the maximum amount instead.
Divine Learnings
Prerequisite: 25th Level
You learn a Channel Divinity option of your choice. You may select this trait multiple times, learning a new channel divinity option for each subsequent taking.
Superior Domain Magic
Prerequisite: 29th Level
Choose a 1st level spell you have gained from the expanded spell list of your Divine Domain. You may now cast that spell without expending a spell slot, you must still supply material components if it requires them. If you have at least 23 levels in this class, you may select a spell of 2nd level for this feature as well. If you have at least 29 levels in this class, you may select a spell of 3rd level for this feature as well. You may select this feature as many times as you wish.
Used to Desperation
Prerequisite: 25th Level
You gain an additional usage of your Desperate Prayer feature. You may select this trait multiple times, gaining an additional usage for each subsequent taking
Asmodeus, the Lord of the Ninth
Devil Sight. You can see in dim light within 120-feet of you as if it were bright light, and in darkness as if it were dim light. This sight works through magical darkness.
Read Fine Print. You have advantage on checks made to discover loopholes or hidden clauses within writing.
Summon Devil. As an action, you can summon a Devil with a CR equal to or less than half your proficiency bonus (Rounded up) in an unoccupied space within 30-feet of you. The devil has its own turn in initiative, it is under no compulsion to obey your commands but it will not harm you unless you harm it first. You can attempt to get the devil to help you by offering it gifts and such. The devil remains until you dismiss it as a bonus action, you use this feature again, until it leaves on its own accord or is reduced to 0 HP.
Auril, the Frostmaiden
Freezing Touch. Once per turn while touching an object not being worn or carried (No action required) You may choose to make it up to 30 degrees colder, for every cleric level you have this limit is increased by 5 degrees. The object must be able to fit within a 10-foot cube.
Ice Walker. You are unaffected difficult terrain made of ice or snow, regardless of whether the terrain is magical or not.
Maidens Shroud. You are immune to the effects of the extreme cold, and can endure even the most extreme of low temperatures with no protection. Additionally, all cold damage you suffer is reduced by an amount equal to your Cleric level, which is applied before resistances.
Bahamut, the Platinum Dragon
Platinum Absorption. When you suffer radiant damage, you may reduce the damage to 0 and instead regain hit points equal to the radiant damage you would've taken. Once you use this feature, you cannot do so again until you complete a long rest.
Platinum Spirit. As a bonus action, you may grant yourself 7 temporary hit points. You may also use this feature as a legendary action, expending as many usages as you wish-for every usage expended, you gain 7 temporary hit points (For example, if you used 3 legendary actions, you'd gain 21 temporary hit points)
Wyrmtongue. You learn the Draconic language. Additionally, good aligned dragons (Whether metallic or chromatic) recognize your devotion to the platinum dragon and are friendly towards you until given a reason to not be friendly.
Bane, the Black Hand
Aura of Terror. Creatures of your choice within 5-feet of you that aren't immune to the frightened condition suffer a -1 penalty to all ability checks and saving throws they make. For every 4 levels in this class you have, this penalty is increased by 1. If a creature has advantage on saving throws against the frightened condition, this penalty is halved (Rounded up)
Inflict Inferiority. When you reduce a creature to half their hit point maximum or below, you may cause them to become Frightened of you until the end of their next turn. A creature can only be affected by this feature once every long rest.
Tactical Discipline. You gain a +1 bonus to all ability checks made during combat. For every 3 levels in this class you have above lv20, this bonus is increased by 1.
Beshaba, the Maid of Misrule
Dismay before Fortune. At the start of your turn, you may cause yourself to have disadvantage on all ability checks, attack rolls and saving throws you make until the start of your next turn (Advantage does not cancel out this disadvantage) If you used this feature at the start of your last turn, you gain advantage on all ability checks, attack rolls and saving throws you make until the start of your next turn.
Misfortune Points. You have a pool of Misfortune points equal to your proficiency bonus. Whenever a creature you can see within 30-feet of you makes an ability check, attack roll or saving throw, you may expend a misfortune point to force them to reroll the roll. They must use the lowest result. You regain all expended uses of this feature upon completing a long rest.
One with Bad Luck. If you have disadvantage on an ability check or saving throw, you gain a bonus to the role equal to half your Cleric modifier (Rounded up, minimum of 1)
Bhaal, the Lord of Murder
Burning Wound. When you damage a creature with a weapon attack, that creature cannot regain hit points as a result of that weapon attack. This effect lasts until you have gone 1 minute without damaging that creature.
Murderous. When you hit a creature within 5-feet of you using a weapon that deals bludgeoning, piercing or slashing damage and that creature isn't resitant to the weapons damage type, your attack deals an additional 1d6 damage.
True Death. Creatures you kill cannot be returned to life by any means short of divine intervention.
Chauntea, the Great Mother
Enrich. As an action, you may target a point you can see and enrich the area within a 100-foot radius of that point. For the next 7 days, all crops within this radius grow twice as fast, and produce twice as much food when harvested. Once you use this feature, you cannot do so again until you complete a long rest. You may expend a usage of channel divinity to use this feature.
Nourish. As a bonus action, you may expend a hit die to target yourself or creature within 5-feet of you. That creature restores hit points equal to 1 + Your Cleric modifier.
Tireless Worker. You have advantage on saving throws made against nonmagical exhaustion.
Corellon, the Protector
Always Moving. You have a +1 bonus to ability checks and saving throws made to resist effects that would inhibit your movement in any way (Such as speed reducing effects, being grappled or paralyzed) This bonus is increased by +1 for every 3 levels in this class you have above lv20.
Magical Grace. While you are at or above half your hit point maximum, your spell save DC is increased by 1, and you have a +1 bonus to spell attack rolls.
Ties to the Fey. You have advantage on saving throws against the Charmed condition and can't be put to sleep by magical means. If you already have advantage on saving throws against being Charmed, you are instead immune to the Charmed condition.
Cyric, the Black Sun
Always 'Truthful'. Magic that would determine whether or not you are telling the truth always determines you are telling the truth.
Extra Details. When you make a Deception check, you can expend a spell slot of any level to gain a bonus to the check equal to two times the spell slots level.
Gotta Run. When a creature ends its turn within 5-feet of you or you fail a Deception check, you may immediately use your reaction to move up to your speed without provoking attacks of opportunity.
Eilistraee, the Dark Dancer
Burning Blades. All weapons you wield are considered magical for the purposes of overcoming immunity or resistance to damage. As an action, you may touch a weapon and make it magical for the next hour.
Fiery Hair. Your hair emits a soft, soothing glow. While in darkness, you can choose to emit dim light out in a 15-foot radius around you. Creatures of your choice within the glow cannot be frightened.
Ties to the Fey. You have advantage on saving throws against the Charmed condition and can't be put to sleep by magical means. If you already have advantage on saving throws against being Charmed, you are instead immune to the Charmed condition.
Eldath, the Quiet One
Bloodless Sleep. Provided you have not damaged or harmed a creature since the end of your last long rest in any way, you recover all of your hit points on a short rest, and all expended hit die on a long rest.
Pacifism. Provided you have not damaged or performed a harmful effect on a creature since the start of your last turn, you have resistance to all damage.
Peaceful Plead. You have advantage on checks made to dissuade people from taking violent actions.
Gond, the Gearsmith
Crafter. You have proficiency with tinker's tools, if you already have this proficiency you instead gain expertise. For every 3 levels in this class above lv20, you gain a +1 bonus to checks made with tinker's tools.
Dust and Powder. You have proficiency in firearms. Whenever you make an attack with a firearm, you may use your Cleric modifier for its attack and damage rolls.
Identification. You can cast the Identify spell at will without expending a spell slot or material components.
Gruumsh, the One-Eyed God
Aggressive. As a bonus action, you can move up to your speed, you must end this movement closer to a hostile creature than you started it. If you already possess this feature, you may instead use this once per turn without requiring a bonus action.
One-Eyed Favor. Even if you are missing an eye, you can still see just as normally as if you had both your eyes. Whenever you finish a long rest while missing an eye, you may choose bludgeoning, piercing or slashing damage. You gain resistance to the chosen damage type until you finish your next long rest. At 25th level, you may choose a second one of those damage types. At 29th level, you are permanently resistant to the three damage types provided you are missing an eye.
Unsleeping. You cannot be surprised, even if you are unconscious as a result of going to sleep.
Helm, the Vigilant One
Guardian. When you or a creature within your reach suffers damage, you may use your reaction to reduce the damage. If you're reducing it for yourself, the damage is halved. If you are reducing it for another creature, the damage is reduced to 0.
Vigilance. You cannot be surprised, and you have a +1 bonus to both Initiative and Perception checks. This bonus is increased by +1 for every 4 levels in this class you have above lv20.
Watching Eyes. You cannot be blinded by any means short of having your eyes removed.
Hoar, the Doombringer
Last Backlash. After being reduced to 0 HP, you may immediately make a weapon attack against the creature who reduced you to 0 HP. If this attack hits, it is an automatical critical hit. You then fall unconscious as normal.
Lucks Revenge. After a creature scores a critical hit against you, they have disadvantage on their next attack roll.
Vengeance. For every 25 points of damage a creature has dealt to you since the start of your last turn, you have a +1 bonus to attack and damage rolls made against that specific creature.
Ilmater, the One who Endures
Endure Suffering. You have a +1 bonus on rolls made to maintain Concentration on a spell as a result of taking damage. This bonus is increased by +1 for every 3 levels in this class you have above lv20.
Life Exchange. Whenever you cast a spell that restores hit points to another creature, you may suffer damage up to your proficiency bonus, to increase the health restored by an equal amount.
Sufferings Relief. You have advantage on all saving throws while at or below half your hit point maximum.
Lathander, the Morninglord
Blazing Dawn. All light you create through magic and Cleric features is considered sunlight.
Lights Defense. All necrotic and radiant damage you suffer is reduced by an amount equal to your Cleric level, which is applied before resistances.
Lights Embrace. You cannot be blinded by any means short of having your eyes removed.
Lolth, the Mistress of Lies
Arachnid Blessing. You gain a climbing speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you ignore movement restrictions caused by webbing, and while in contact with a web, you know the exact location of every other creature on that web.
Fickle Favor. You bestow Lolth's blessing on yourself or a willing creature within 30-feet of you. That creature suffers 2d6 psychic damage which cannot be reduced in any way, but they have advantage on the next attack roll or saving throw they make in the next minute.
Lie Weaver. You cannot have disadvantage on Deception checks, and creatures cannot have advantage on Insight checks made to contest your Deception checks.
Loviatar, the Scourge Mistress
Gift of Agony. For every 15 points of damage you have inflicted to creatures since the end of your last turn, you gain a +1 bonus to all saving throws.
Overwhelming Pain. When you force a creature to make a roll to maintain Concentration on a spell, the DC for their roll is increased by 1. For every 3 levels in this class you have above lv20, this bonus is increased by +1.
Whipper. You have proficiency in Whips. You may use your Cleric modifier for your attack and damage rolls using whips, and you may use whips as a holy symbol.
Maliketh, the Destined Death
Aura of Terror. Creatures of your choice within 5-feet of you that aren't immune to the frightened condition suffer a -1 penalty to all ability checks and saving throws they make. For every 4 levels in this class you have, this penalty is increased by 1. If a creature has advantage on saving throws against the frightened condition, this penalty is halved (Rounded up)
Lingering Fear. After a creature is freed from one of your frighten effects, they have disadvantage on attack rolls made against you until the end of their next turn.
True Death. Creatures you kill cannot be returned to life by any means short of divine intervention.
Mielikki, the Forest Queen
Forest Friend. Beasts and Plants of a CR equal to or less than your proficiency bonus cannot willingly harm you.
Leaf Walker. You ignore nonmagical difficult terrain made of plantlife or foliage.
Speech of Beast and Leaf. You can commune with beasts and plants as if you shared a language.
Milil, the Lord of Song
Beautiful Voice. You have a +1 bonus to any checks made related to singing. For every 3 levels in this class you have above lv20, this bonus is increased by +1.
Control Breaking Song. As an action, you may sing a beautiful note. All creatures within 60-feet of you who are Charmed, Frightened, or possessed may immediately repeat their saving throw aagainst the effect, ending it on a successful save. You may use this feature even if you are under such an effect yourself.
Shattering Silence. Magical silence (Such as that caused by the Silence spell) does not prohibit you from speaking, nor restrict any thunder damage you deal.
Moradin, the Soul Forger
Dwarf Constitution. You have advantage on saving throws made against the poisoned condition. If you already have advantage on such saving throws, you are instead immune to the condition.
Dwarf Blood. You have resistance to poison damage. If you already have resistance to poison damage, you instead gain immunity.
Smither. You have proficiency with smith's tools, if you already have this proficiency you instead gain expertise. For every 3 levels in this class you have above lv20, you gain a +1 bonus to checks made with smith's tools.
Mystra, the Mother of All Magic
Durable Magic. Checks made in an attempt to counter or dispel one of your spells (Such as via the Counterspell or Dispel Magic spells) Have disadvantage.
Inner Spark. You have a pool of energy equal to your Cleric level. Whenever you would expend a spell slot to cast a spell, you can instead expend energy from this pool equal to the spells level to cast it. You pool of energy is fully replenished upon completing a long rest.
Weave Child. When preparing spells, you may prepare spells from any spell list-not just the Cleric one. Spells not normally apart of the Cleric spell list become Cleric spells for you.
Sehanine, the Lunar Lady
Dreamwalk. By touching a sleeping creature, you can see exactly what they are dreaming about. If they aren't dreaming of anything, you can immediately cause them to start dreaming.
Strong Illusions. Creatures have disadvantage on checks made to see through illusions you create.
Ties to the Fey. You have advantage on saving throws against the Charmed condition and can't be put to sleep by magical means. If you already have advantage on saving throws against being Charmed, you are instead immune to the Charmed condition.
Selûne, the Moonmaiden
Break Shape. Whenever an evil aligned shapechanger damages you, they must succeed on a Wisdom saving throw against your Cleric DC or be forced into their true form.
Illusion Pierce. You have a +1 bonus to checks made to see through illusions. For every 3 levels in this class you have above lv20, this bonus is increased by +1.
Moonsense. If a creature within 300-feet of you is directly exposed to moonlight, you are aware of their exact location.
Sune, the Lady of Love
Flames of Passion. You are immune to disease. Additionally, all fire damage you suffer is reduced by an amount equal to your Cleric level, which is applied before resistances.
Lasting Love. The duration of spells you cast that inflict the charmed condition are doubled (Provided their duration is greater than instantaneous)
Lingering Affection. After a creature is freed from one of your charm effects, they have disadvantage on attack rolls made against you until the end of their next turn.
Talona, the Plague Crone
Carrier. You are immune to the detrimental effects of all diseases. You can still be infected by them and thus be infectious to others around you, but you yourself are immune to their negative effects.
Plague Touch. As an action, you may touch a creature and force it to make a Constitution saving throw. On a failed saving throw, you may transfer a disease you currently have to the touched creature.
Sickly Protection. You are immune to the poisoned condition. Additionally, all poison damage you suffer is reduced by an amount equal to your Cleric level, which is applied before resistances.
Tiamat, the Many Mawed
Elemental Adaptation. After you finish a long rest, you may choose one of the following damage types: Acid, Cold, Fire, Lightning or Poison. You gain immunity to the chosen damage type until the end of your next long rest.
Lingering Fear. After a creature is freed from one of your frighten effects, they have disadvantage on attack rolls made against you until the end of their next turn.
Wyrmtongue. You learn the Draconic language. Additionally, evil aligned dragons (Whether metallic or chromatic) recognize your devotion to the many mawed and are friendly towards you until given a reason to not be friendly.
The Raven Queen
Dead Protection. Undead of a CR equal to or lower than your proficiency bonus cannot harm you unless you harm them first.
Destroy Undead. If you damage an undead and that reduces its HP to be equal to or less than your Cleric level, it is instantly destroyed.
Undeath Protection. Over the course of 10 minutes, you may conduct a ritual on a willing creature or a corpse within 10-feet of you. At the end of this ritual, that creature can never be raised as an undead.
Tyr, the Maimed God
Discover Justice. You have a +1 bonus to all Insight checks you make. For every 3 levels in this class you have above lv20, this bonus is increased by +1.
Ethic Sense. As an action, you may target a creature within 30-feet of you and immediately learn what their alignment is.
Invisible Sense. You can see invisible creatures within 10-feet of you. For every 4 levels in this class you have above lv 20, this range is increased by 5-feet.
Umberlee, the Wavemother
Amphibious. You have a swimming speed equal to your walking speed, and you can breathe both air and water.
Aquatic Empowerment. While fully submerged in water, you have a +1 bonus to all attack rolls and saving throws. For every 5 levels in this class you have above lv20, this bonus is increased by +1.
Friend of Fish. You can commune with any creature with an innate swimming speed as if you shared a language.
Aspect of the Conduit
Rampaging Conduit
21st Level
As a bonus action, you may cast a cleric cantrip you know. You may do so a number of times equal to your Cleric modifier (Minimum of 1) you regain all expended uses upon completing a long rest
Magic of the Gods
21st level
You learn any two cantrips of your choice, they are considered cleric spells for you
Holy Magic
24th level
Once per turn when you damage a target with a cantrip, you may cause the cantrip to deal an additional 1d8 radiant damage. Depending on the nature of your deity, you and your DM may choose for this to be a different damage type (Such as Cold for Auril) If the cantrip damages multiple creatures, only one creature receives this bonus damage (Your choice)
Divine Reach
27th level
You cleric cantrips cannot be countered, and you may cast them even in zones of antimagic
Endless Discharge
30th level
You may now use Rampaging Conduits as many times as you wish between rests. Holy Magic now deals 3d8 damage
Aspect of the Missionary
Faiths Guidance
21st level
Whenever you make an ability check that uses Intelligence, Wisdom or Charisma. You may use your Cleric modifier in place of the ability score it'd normally use. You may do so a number of times equal to your Cleric modifier (Minimum of 1) you regain all expended uses upon completing a long rest.
Skills of the Missionary
21st level
You gain proficiency in two skills of your choice.
Godspeech
24th level
If a creature can understand a language, they can understand what you are saying. You understand all spoken languages you can hear. You gain proficiency in one skill of your choice.
Divine Suceess
27th level
Whenever you fail an ability check and the check used your Cleric modifier, you may expend a usage of your Channel Divinity to instead succeed. You gain proficiency in one skill of your choice.
Always Guided
30th level
You may now use Faiths Guidance as many times as you wish between rests. You gain proficiency in one skill of your choice.
Aspect of the Priest
Faith's Shield
21st level
As a reaction to being hit by an attack, you may gain a bonus to your AC equal to your Cleric modifier (Minimum of 1) until the start of your next turn (Including against the triggering attack) You may do so a number of times equal to your Cleric modifier (Minimum of 1) you regain all expended uses upon completing a long rest.
Priests Teachings
21st level
You learn one cantrip of your choice, it is considered a cleric spell for you. You also gain proficiency in one skill of your choice.
True Channel
24th level
Now and again at 27th level, you gain an additional usage of your Channel Divinity feature.
Superior Intervention
27th level
After using Divine Intervention, whether it succeeded or not, the time before you can use it again is halved (12 Hours if it failed or you're a 30th Level Cleric, 94 Hours if it succeeded and you're below 30th Level)
Barrier of Faith
30th level
You are now permanently under the effects of Faiths Shield (Meaning your AC is increased by your Cleric modifier, you can no longer use the reaction of Faiths Shield)
Aspect of the Warrior
War Strike
21st level
Once on each of your turns (No action required) You may make an attack using a weapon you are proficient in. You may do so a number of times equal to your Cleric modifier (Minimum of 1), you regain all expended uses upon completing a long rest.
Warrior Proficiencies
21st level
You gain proficiency in Martial Weapons, Medium Armor and Shields. If you already have proficiency in Medium armor, you gain proficiency in heavy armor.
Holy Smite
24th level
Once per turn when you hit a target with a weapon attack, you may cause the attack to deal an additional 1d8 radiant damage. Depending on the nature of your deity, you and your DM may choose for this to be a different damage type (Such as Cold for Auril)
Onslaught Strike
27th level
The amount of times you can use War Strike between long rests is now equal to two times your Cleric modifier (Minimum of 2) You may now also use War Strike twice on each of your turns. Holy Smite now deals 2d8 damage.
True War Strike
30th level
You may now use War Strike as many times as you wish between rests. Holy Smite now deals 3d8 damage.