Cleric

== Divine Domains ==
At 1st level, a cleric gains the Divine Domain feature. The following options are available to a cleric, in addition to those listed above: Ambition, Destruction, Fey, Solidarity, Strength, Zeal.
=== Ambition Domain ===
This domain is a rework of the Ambition domain presented in Plane Shift: Amonkhet.
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Ambition Domain Spells table. See the Divine Domain class feature for how domain spells work.
===== Ambition Domain Spells =====
Cleric Level	Features
1st 	bane, disguise self
3rd 	mirror image, ray of enfeeblement
5th 	bestow curse, vampiric touch
7th 	death ward, dimension door
9th 	dominate person, modify memory
==== Warding Flare ====
When you choose this domain 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: Invoke Duplicity ====
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
==== Channel Divinity: Cloak of Shadows ====
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
==== Potent Spellcasting ====
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
==== Improved Duplicity ====
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
=== Destruction Domain ===
Your priestly study focuses on the destructive elements of divinity and how to bring forth this nature into the world.
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Destruction Domain Spells table. See the Divine Domain class feature for how domain spells work.
===== Destruction Domain Spells =====
Cleric Level	Features
1st 	burning hands, thunderwave
3rd 	scorching ray, shatter
5th 	fireball, lightning bolt
7th 	blight, wall of fire
9th 	destructive wave, flame strike
==== Initiate of Destruction ====
At 1st level gain proficiency with all martial weapons and learn a cantrip that deals damage from any spell list. The selected cantrip is considered a cleric spell for you.
==== Embrace Oblivion ====
At 1st level when you deal damage with a spell or weapon attack, yo can empower the attack with raw destructive force. If you do, that spell or weapon attack deals extra fire, force, necrotic or thunder damage (your choice) equal to twice your proficiency bonus. This extra damage is doubled vs structures and objects. 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: Wake of Destruction ====
From the 2nd level, as an action, you can use your Channel Divinity to take up to 5 necrotic damage per Cleric level. This damage can’t be reduced or prevented. If you do, choose a number of creatures, structures, and.or unattended objects up to your Wisdom modifier (minimum 1), within a 30 foot radius of you that you can see. Creatures must make a Constitution saving throw against your Cleric spell save DC. Targets that fail are dealt fire, force, necrotic or thunder damage (your choice) equal to the damage you took from this feature, or half the damage you took on a success. Structures and unattended objects chosen automatically take twice the damage you took from this feature. This damage ignores resistance and immunity of structures and objects. A structure or object reduced to 0 or fewer hit points in this way is destroyed and reduced to dust.
==== Channel Divinity: Annihilating Edict ====
From the 6th level when you cast a spell that deals damage, you can use your Channel Divinity and take 5 necrotic damage per level of that spell (minimum 5 damage, this amount is doubled if the spell is 6th level or higher). This damage can’t be reduced or prevented. If you do, that spell deals maximum damage, ignores immunity and resistance of objects or structures, and deals double damage to objects or structures. A structure or object reduced to 0 or fewer hit points from a spell enhanced by this feature is destroyed and reduced to dust.
==== Great Eradicator ====
At 8th level, you deal additional damage with weapon and spell attacks equal to your proficiency bonus.
==== Avatar of Destruction ====
At 17th level, you gain Chain Lightning, Disintegrate, Finger of Death, Fire Storm, Tsunami, Earthquake, Storm of Vengeance and Meteor Swarm as domain spells. Your Wake of Destruction feature now targets any number of creatures, objects, and structures you choose within its radius
=== Fey Domain ===
Your worship focuses primarily on the nature of the Feywild and the Archfey that have brought creatures such as elves into being in the world of Urz.
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Fey Domain Spells table. See the Divine Domain class feature for how domain spells work.
===== Fey Domain Spells =====
Cleric Level	Features
1st 	faerie fire, sleep
3rd 	blink, plant growth
5th 	dominate beast, greater invisibility
7th 	death ward, dimension door
9th 	dominate person, seeming
==== Chosen of the Fey ====
When you choose this domain at 1st level, you gain proficiency with the longsword, shortsword, shortbow, and longbow. Additionally, you don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you already have the Trance racial feature, you regain all spent hit dice when you take a long rest instead of an amount equal to half your level.
WHAT REMAINS
==== Dreamspeak ====
Also at 1st level, your attunement to the Ethereal plane gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
==== Channel Divinity: Varhuine’s Grace ====
Starting at 2nd level, you can use your Channel Divinity to allow you and your allies to freely move about. As an action, you allow each ally that can see and hear you to move up to their speed. This movement ignores nonmagical difficult terrain and does not provoke opportunity attacks.
==== Channel Divinity: Fade Away ====
At 6th level, you can use your Channel Divinity to vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
==== Blinding Beauty ====
Starting at 8th level, you gain the ability to blind an enemy with a glance. As an action, you select one creature that you can see and that can see you within 60 feet. The target becomes blinded until the start of your next turn. 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.
==== Ethereal Step ====
Starting at 17th level, you have learned to pierce the Material Plane and walk through the Feywild on a whim. You can use a bonus action to teleport up to 20 feet to an unoccupied space that you can see.
=== Solidarity Domain ===
This domain is a rework of the Solidarity domain presented in Plane Shift: Amonkhet.
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Solidarity Domain Spells table. See the Divine Domain class feature for how domain spells work.
===== Solidarity Domain Spells =====
Cleric Level	Features
1st 	bless, guiding bolt
3rd 	aid, warding bond
5th 	beacon of hope, crusader’s mantle
7th 	aura of life, guardian of faith
9th 	circle of power, mass cure wounds
==== Bonus Proficiency ====
When you choose this domain at 1st level, you gain proficiency with heavy armor.
==== Solidarity’s Action ====
Also at 1st level, when you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
==== 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 point maximum. You can’t use this feature on an undead or a construct.
==== Channel Divinity: Community’s Blessing ====
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
==== 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 damage of the same type dealt by the weapon 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.
=== Strength Domain ===
This domain is a rework of the Strength domain presented in Plane Shift: Amonkhet.
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Strength Domain Spells table. See the Divine Domain class feature for how domain spells work.
===== Strength Domain Spells =====
Cleric Level	Features
1st 	divine favor, shield of faith
3rd 	enhance ability, protection from poison
5th 	haste, protection from energy
7th 	dominate beast, stoneskin
9th 	destructive wave, insect plague
==== Acolyte of Strength ====
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.
WHAT REMAINS
==== Bonus Proficiency ====
Also at 1st level, you gain proficiency with heavy armor.
==== Channel Divinity: Feat of Strength ====
At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
==== Channel Divinity: Blessing of Might ====
At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.
==== 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
==== Avatar of Battle ====
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
=== Zeal Domain ===
This domain is a rework of the Zeal domain presented in Plane Shift: Amonkhet.
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Zeal Domain Spells table. See the Divine Domain class feature for how domain spells work.
===== Zeal Domain Spells =====
Cleric Level	Features
1st 	searing smite, thunderous smite
3rd 	magic weapon, shatter
5th 	haste, fireball
7th 	fire shield, freedom of movement
9th 	destructive wave, flame strike
==== Bonus Proficiencies ====
At 1st level, you gain proficiency with martial weapons and heavy armor.
==== Priest of Zeal ====
From 1st level, a divine spark of inspiration comes to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. 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: Consuming Fervor ====
Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity. When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling. Resounding Strike At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
==== 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
==== Blaze of Glory ====
Starting at 17th level, you can delay death for an instant to perform a final heroic act. When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright. Once you use this feature, you can’t use it again until you finish a long rest.