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you can use it three times between rests. W hen you finish   dom ains of Knowledge, Life, and Light. As a cleric, you
          a short or long rest, you regain your expended uses.  choose one aspect of your deity’s portfolio to emphasize,
                                                            and you are granted powers related to that domain.
          C h a n n e l  D i v i n i t y :  T u r n   U n d e a d    Your choice might correspond to a particular sect
          As an action, you present your holy symbol and speak a   dedicated to your deity. Apollo, for example, could be
          prayer censuring the undead. Each undead that can see   worshiped in one region as Phoebus (“radiant”) Apollo,
          or hear you within 30 feet of you must make a W isdom    emphasizing his influence over the Light domain,
          saving throw. If the creature fails its saving throw, it is   and in a different place as Apollo Acesius (“healing”),
          turned for  1  minute or until it takes any damage.  emphasizing his association with the Life domain.
            A turned creature must spend its turns trying to move   Alternatively, your choice of dom ain could simply be a
          as far away from you as it can, and it can’t willingly   matter of personal preference, the aspect o f the deity
          move to a space within 30 feet of you. It also can’t take   that appeals to you most.
          reactions. For its action, it can use only the Dash action   Each dom ain’s description gives examples of deities
          or try to escape from an effect that prevents it from   w ho have influence over that domain. G ods are included
          moving. If there’s nowhere to move, the creature can use   from the worlds of the Forgotten Realms, Greyhawk,
          the Dodge action.                                 Dragonlance, and Eberron campaign settings, as well as
                                                            from the Celtic, Greek, Norse, and Egyptian pantheons
          A b i l i t y   S c o r e   I m p r o v e m e n t  o f antiquity.
          W hen you reach 4th level, and again at 8th,  12th,  16th,
                                                            K n o w l e d g e   D o m a i n
          and  19th level, you can increase one ability score of your
          choice by 2, or you can increase two ability scores of   The gods of knowledge—including Oghma, B occob,
          your choice by 1. As normal, you can’t increase an ability   Gilean, Aureon, and Thoth—value learning and
          score above 20 using this feature.                understanding above all. Som e teach that knowledge is
                                                            to be gathered and shared in libraries and universities,
          D e s t r o y  U n d e a d                        or promote the practical knowledge o f craft and
          Starting at 5th level, when an undead fails its saving   invention. Som e deities hoard knowledge and keep its
          throw against your Turn Undead feature, the creature is   secrets to themselves. And som e prom ise their followers
          instantly destroyed if its challenge rating is at or below a   that they will gain tremendous pow er if they unlock the
          certain threshold, as shown in the Destroy Undead table.  secrets o f 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. Som e gods
          D e s t r o y   U n d e a d
                                                            of knowledge promote the practical knowledge of craft
            Cleric Level  Destroys Undead of CR
                                                            and invention, including smith deities like Gond, Reorx,
               5th    1/2 or lower
                                                            Onatar, Moradin, Hephaestus, and Goibhniu.
               8th    1  or lower
              11th    2 or lower                            K n o w l e d g e   D o m a i n   S p e l l s
              14th    3 or lower
                                                             Cleric Level  Spells
              17th    4 or lower
                                                                1st    comm and,  identify
                                                                3rd    augury, suggestion
                                                                5th    nondetection, speak with dead
          D i v i n e   I n t e r v e n t i o n
                                                                7th    arcane eye, confusion
          Beginning at  10th level, you can call on your deity to
                                                                9th    legend lore, scrying
          intervene on your behalf when your need is great.
            Imploring your deity’s aid requires you to use your
                                                            B l e s s in g s   o f   K n o w l e d g e
          action. D escribe the assistance you seek, and roll
                                                            At 1st level, you learn two languages of your choice.
          percentile dice. If you roll a number equal to or lower
                                                            You also becom e proficient in your choice o f two of the
          than your cleric level, your deity intervenes. The DM
                                                            following skills: Arcana, History, Nature, or Religion.
          chooses the nature of the intervention; the effect of any
                                                              Your proficiency bonus is doubled for any ability check
          cleric spell or cleric dom ain spell w ould be appropriate.
                                                            you make that uses either of those skills.
            If your deity intervenes, you can’t use this feature
          again for 7 days. Otherwise, you can use it again after
                                                            C h a n n e l  D i v i n i t y :
          you finish a long rest.
                                                            K n o w l e d g e   o f   t h e  A g e s
            At 20th level, your call for intervention succeeds
                                                            Starting at 2nd level, you can use your Channel Divinity
          automatically, no roll required.
                                                            to tap into a divine well o f knowledge. As an action,
                                                            you choose one skill or tool. For 10 minutes, you have
          D i v i n e   D o m a i n s                       proficiency with the chosen skill or tool.
          In a pantheon, every deity has influence over different
                                                            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
          aspects of mortal life and civilization, called a deity’s
                                                            At 6th level, you can use your Channel Divinity to read a
          domain. All the dom ains over which a deity has
                                                            creature’s thoughts. You can then use your access to the
          influence are called the deity’s portfolio. For example,
                                                            creature’s mind to com m and it.
          the portfolio of the Greek god Apollo includes the
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