Cleric
Some clerics worship one or many gods (possibly even entities of darkness) while others attend to a philosophy or ideology which resonate with matters of ultimacy. Witting or unwitting, joyful or begrudging, lighthearted or solemn—clerics are the sheer presence of divine favor.
Divine Mission
With divine power at their fingertips clerics can heal the wounded and even revive the dead. Their allies glow with boons wrought from outside the Material Plane, and their enemies fall into shadow and flame as they feel the wrath of almighty forces. These abilities are granted when the cleric is chosen by a greater entity, or even a whole pantheon, to fulfill a divine duty, and more are given as they prove themselves worthy. With expertise in both protection and affliction, clerics are indomitable allies and terrifying foes. When the time calls for it some are just as handy in close quarters with a mace or warhammer as they are at the sidelines with an amulet and divine word. Unlike many spellcasters, a cleric distills their magical ability from acts of devotion and revelations from beyond the pale. Their command over supernatural power stems from their unique connection to forces outside of this realm, and from the mission granted to them.
Revelation
No matter their religion or cause, a cleric is distinct from the average worshiper and even those at the highest echelons of its hierarchy. Rather than simply choosing a spiritual path, they are called to a spiritual duty. Their greater entity has chosen them as a vessel for their will, anointing the cleric with theurgic magic to manifest commands from beyond.
A cleric may receive their divine mission in the fog of a dream, the gentle whispers of nature, or the appearance of an intercessory messenger (such as angelic or demonic beings, a holy animal, or a long-deceased ancestor) after long study of holy texts. The cleric may even have been non-religious until the moment of their calling (and might still consider themselves that way), born with an innate skill or understanding essential to their mission—for them worship is often more in the form of deeds than in prayer or meditation. Their precise goal is shaped by the entity or pantheon they worship and their chosen archetype (and perhaps a discussion with the Narrator). An oracle may be bound to travel the world and distribute word of things to come, whereas a healer may wade into the chaos of battle to rescue the wounded. Whatever their mission, adventure is central to the life of clerics as they perform the extraordinary to fulfill their duty.
Creating a Cleric
The most important detail for your cleric is their religious identity. Are you a member of a religious or philosophical tradition, or are you non-religious? How did becoming a cleric change your life? As a cleric you are a chosen of a greater entity or pantheon and a religious or ideological leader in some form. Do you have a relationship with the other elders of your faith? Were you appointed to this role, or do you come to your authority by other means?
Having faith is important, but clerics are also the hands and mouthpiece of the power they serve. Many clerics are representatives of kindly and nurturing forces, while others serve wrathful entities whose message strikes the heart with terror. What services or actions make your spiritual leadership? What is the divine message you have to share?
Table: Cleric
Level |
Proficiency Bonus |
Features |
Signs |
1st |
+2 |
Cleric Archetype, Defensive Blessing, Sacred Call, Spellcasting |
— |
2nd |
+2 |
Archetype Feature, Channel Divinity, Principles of Devotion |
— |
3rd |
+2 |
Signs of Faith |
1 |
4th |
+2 |
Ability Score Increase, Sacred Office |
1 |
5th |
+3 |
Empowered Turning |
1 |
6th |
+3 |
Archetype Feature, Channel Divinity |
1 |
7th |
+3 |
— |
2 |
8th |
+3 |
Ability Score Increase, Archetype Feature, Empowered Turning |
2 |
9th |
+4 |
Sacred Presence |
2 |
10th |
+4 |
Providence |
2 |
11th |
+4 |
Empowered Turning |
3 |
12th |
+4 |
Ability Score Increase |
3 |
13th |
+5 |
— |
3 |
14th |
+5 |
Empowered Turning |
3 |
15th |
+5 |
— |
4 |
16th |
+5 |
Ability Score Increase |
4 |
17th |
+6 |
Archetype Feature, Empowered Turning |
4 |
18th |
+6 |
Channel Divinity |
4 |
19th |
+6 |
Ability Score Increase |
4 |
20th |
+6 |
Avatar of Faith |
5 |
CLASS FEATURES
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: None
Weapons: Simple weapons
Tools: Choose one from herbalism kit, an artisan tool, or a musical instrument
Saving Throws: Wisdom, and either Intelligence or Charisma
Skills: Choose two from Culture, History, Insight, Medicine, Persuasion, and Religion
Equipment
You begin the game with 125 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Holy Warrior’s Set (Cost 122 gold): Longbow and 20 arrows, mace, scale mail, explorer’s pack, reliquary divine focus (holy symbol)
- Righteous Combat Set (Cost 87 gold): 4 javelin, warhammer, 5 wooden stakes, chain shirt, medium shield, emblem divine focus (holy symbol), explorer’s pack
- Spiritual Protector’s Set (Cost 90 gold): Quarterstaff, 2 flasks of holy water, padded leather, healer’s satchel, amulet divine focus (holy symbol), priest’s pack
Cleric Archetype
Your holy vocation comes to the fore through your choice of a Cleric Archetype. Choose one of the following archetypes: Healer, Lightbringer, Oracle, or Warpriest. This choice represents how you wish to communicate your values and ideals to the world at large. Although some archetypes lend themselves to a given religion or ideology, each archetype is suitable for most any belief system—even if such a presentation is provocative. Your choice of archetype will likely help inform your character’s goals, desires, and even personality.
At 1st level you gain archetype spells and other features. Your archetype grants you additional features at 2nd, 6th, 8th, and 17th level.
Archetype Spells
With your archetype you gain access to a list of archetype spells at the levels noted in your archetype description. Once you gain an archetype spell it is always prepared and doesn’t count against the spells you can prepare each day.
If you gain an archetype spell that is not on the cleric spell list, it is considered a cleric spell for you.
Defensive Blessing
Starting at 1st level, the high powers which guide you bestow a modicum of protection for your journey. Choose one of the following options.
Armor of Conviction
While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Also, in addition to the spells you normally prepare, you always have shield of faith prepared.
Sacred Archery
You gain proficiency with light armor, medium armor, and ranged martial weapons.
Spirit Soldier
You gain proficiency with light armor, medium armor, and shields.
Sacred Call
Also at 1st level, your clerical vocation anoints you with certain graces for spreading your message to the people. Choose one of the following.
Clerical Charisma
Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.
Ordination
Your mission in the world is supported by the spiritual community or religious hierarchy who called you to religious service. As a formal leader within your religious order, you are expected to perform the ceremonies of your faith, including weddings and funerals. In exchange, members of your faith provide you and your companions with food, lodging, and a modest lifestyle.
Additionally, if your congregation or order is able, they send you letters with regular updates about their well-being. They are willing to help connect you with other chapters of your faith through letters of introduction.
Zeal of the Convert
You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead.
Spellcasting
Sanctioned by the highest powers, you can cast spells to enact sacred miracles. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Level |
Cantrips |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
3 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
3 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
4 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
5th |
4 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
6th |
4 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
7th |
4 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
8th |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
4 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
10th |
5 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
13th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
14th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
15th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
16th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
17th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19th |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20th |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
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.
In addition to these, you also know the thaumaturgy cantrip.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells. To cast one of these cleric 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.
Casting spells doesn’t remove them from your list of prepared spells.
You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a 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. You can also cast the ceremony spell as a ritual whether you have the spell prepared or not.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Channel Divinity
At 2nd level, you are able to channel the energy of your greater entity directly, and use it for a variety of magical effects. You start with two of these effects: Turn Undead and an additional effect dependent on your chosen Cleric Archetype. Some archetypes provide additional uses of Channel Divinity as your cleric level increases, detailed under the heading of your chosen archetypes.
You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again.
Some Channel Divinity effects require saving throws . The DC for this is the same as your cleric spell save DC.
From 6th level you can use your Channel Divinity twice between rests , and beginning at 18th level you can use it three times between rests. Finishing a short or long rest regains your expended uses.
Channel Divinity: Turn Undead
As an action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw . If the creature fails it is turned for 1 minute or until it takes damage from any source.
A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Principles of Devotion
At 2nd level, after much contemplation and communion with your greater entity, you pledge to uphold certain standards of behavior beyond what is necessary for adventure. In return, your greater entity grants you one of the following related boons. When you fail to uphold this pledge, you lose any benefits from it until 24 hours after you finish a long rest and rededicate yourself.
Chaste
In exchange for forgoing pleasures of the heart and flesh, you are hardened to the persuasions of others. Add your Wisdom modifier to any saving throws made to resist being charmed . You also gain one skill specialty chosen from Insight, Persuasion, or Religion.
Destitute
In exchange for forgoing material luxury, vendors who are not explicitly opposed to your greater entity are compelled to give you heavy discounts of up to 20%, and inkeeps offer free lodging.
Devotional Integrity
You adhere to a strict code of morality and ethics. When an action you take is honest and non-violent, until the end of your turn you are immune to the rattled condition and you do not suffer disadvantage or penalties on Intelligence, Wisdom, or Charisma checks made as part of that action.
Image of the Divine
You exhibit a uniform, makeup, tattoo, or body modification indicating your higher entity or religious order. Creatures have advantage when discerning your religious identity. You gain advantage on saving throws against fear and ability checks made against Intimidation. You also gain one skill specialty chosen from Insight, Intimidation, or Persuasion.
Merciful
In exchange for forgoing bloodshed—torture, attacking unconscious creatures, and dealing lethal wounds to creatures you reduce to 0 hit points—you are yourself granted mercy. When you have already succeeded on two death saving throws , you have advantage on death saving throws.
Rule of Ritual
You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a long rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the guidance cantrip if you do not already know it, and when you grant expertise dice with a spell of 1st-level or higher, the expertise die you grant increases by one step.
Secrecy
Your mission from your deity requires you to work undercover, concealing your true self with a secret identity. In exchange for forgoing the pleasure of true connection and friendship, you gain an expertise die on Deception checks.
Severity
In exchange for forgoing weaknesses such as helping or protecting others (except when it serves you), you add your Wisdom modifier to Perception checks made to find valuable objects, and on opposed checks made against the Persuasion check of another creature.
Silence
In exchange for speaking only to cast spells, you are able to compel other creatures to action with only a glance. When a creature within 10 feet of you makes a Persuasion check, you may add your Wisdom modifier to the result.
Archetype Feature
At 2nd level you gain another archetype feature.
Signs of Faith
At 3rd level, you gain a sign of faith of your choice. Signs of faith are detailed at the end of your class description. The Signs Known column of the Cleric table shows when you gain new signs.
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.
Sacred Office
Also at 4th level, your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following.
Auspicious Collaborator
The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions.
People of all backgrounds are more drawn to help you than they would ordinarily be. You gain one specialty chosen from Culture or Persuasion, and you gain an expertise die on Persuasion checks related to seeking aid.
Divine Authority
Your connection to religious hierarchy opens many doors. Sermons you give and courtesy calls you make to different religious groups put you in contact with a local representative of your faith, who is happy to strongly recommend you to another local leader. You gain one specialty chosen from Culture, Insight, or Persuasion. In addition, you gain an expertise die on Culture, Insight, and Persuasion checks made against local leaders to whom you are recommended that would otherwise be indifferent towards you.
Engaging Proclaimer
Your recitations of divine stories, songs, or chants quickly build and hold an audience’s attention, whether you are speaking to a packed tavern or a smaller gathering. You gain an expertise die on Performance checks to gather and hold the attention of 2 or more people. In addition, you gain two skill specialties, chosen from Performance and Religion.
Reputation
Your reputation for talented ministry and good works precedes you. Common folk frequently recognize you on sight, and those who do often have a friendly disposition towards you. They often ask you for counsel, favors, and blessings. The disposition of people they introduce you to are one stage better than normal (the indifferent become friendly, the hostile become indifferent).
Symbol of Might
The strength of the powers you serve is obvious to anybody you interact with, and you are able to use it to garner a certain level of fear and compliance. You gain one Intimidation specialty, and you gain an expertise die on Intimidation checks made to convince others to comply with your demands. The people you intimidate are no longer friendly towards you, if they were previously.
Empowered Turning
At 5th level your greater entity grants you improved ways to turn undead or other abhorrent beings. You gain this feature again at 8th, 11th, 14th, and 17th level. Each time you gain Empowered Turning, choose one of the following:
Command Undead
If you choose, creatures you turn instead regard you as their master for the duration. While they are under this effect, you may use your action to issue simple commands (no more than a sentence or two) which they are compelled to obey. They will not take any action that is obviously harmful to them, and so will not leap from a great height, jump onto a sword, or purposefully self-inflict any damage. They follow the command until you issue a new one.
Destroy Undead
Creatures turned by you of CR ½ or less are immediately destroyed, transformed into dust by a blinding flash of light. You can select this option multiple times. Each time you choose it, you are able to destroy more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4 each subsequent time you select this option.
Turn Ideology
Choose one of the following: Chaotic, Evil, Good, or Lawful. When you use Turn Undead, you can also choose to affect creatures with the chosen alignment trait. You can select this option multiple times.
Turn Supernatural
Choose a creature type from celestial, elemental, fey, or fiend. When you use Turn Undead, you can also choose to affect creatures of that type. You can select this option multiple times.
Archetype Feature
At 6th level you gain another archetype feature.
Archetype Feature
At 8th level you gain another archetype feature.
Sacred Presence
At 9th level, you bring the true presence of your ideals wherever you go. Choose one of the following.
Cosmic Idealist
Your moral compass aligns with the transcendent forces of the multiverse. Choose Chaotic, Evil, Good, Lawful, or one of the following: Chaotic and Evil, Chaotic and Good, Lawful and Evil, or Lawful and Good. You gain the chosen alignment trait or alignment traits. You can identify creatures that have the same alignment traits as you, and you have advantage when making Intelligence, Wisdom, or Charisma checks against them.
Additionally, you do not suffer negative effects from being on a plane with which you share an alignment trait.
Eyes of the Heart
You have a way of really seeing folk’s inner character. When you succeed on a contested Insight check, if the opposing creature’s Charisma score is equal to or less than your spell save DC, for the next 24 hours you do not need to make any further checks to recognize whenever that creature is lying, telling the truth, or excluding information.
Spiritual Salve
Your spiritual mindset has given you unique insights that can help you and your companions endure hardships. Your constant encouragements and proverbs allow allies within 30 feet of you to reroll a Constitution check or saving throw that they fail. If they do so, they must use the new roll. This feature cannot be used on saving throws made to maintain concentration on a spell. Once a creature has used your Spiritual Salve to make a reroll, it cannot do so again until it has finished a long rest .
Providence
At 10th level, the potency of your faith increases. Choose one of the following.
Divine Intervention
Beginning at 10th level, you can use an action to call on your deity to intervene on your behalf when your need is great. 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 Narrator chooses the nature of the intervention; the effect of any cleric spell or cleric archetype 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 .
After each failed divine intervention roll, add 1 to the number required to succeed until it is a success, at which point it resets to your cleric level or below.
At 20th level, your call for intervention succeeds automatically, no roll required.
Imminent Turning
A powerful connection to the life force of your greater entity extends the range of your Turn Undead. You may now Turn Undead from up to 60 feet away.
Master Ritualist
Careful study of your holy texts has made you intimately familiar with all of your ritual spells. You may cast any ritual spell on the cleric spell list you could cast as a ritual, whether or not you have it prepared.
Prayer of Protection
After each long rest choose one damage type from the following list: cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You gain resistance to this damage type until the end of your next long rest .
Archetype Feature
At 17th level you gain another archetype feature.
Avatar of Faith
At 20th level, your secret inner divinity is finally revealed. You can use your Channel Divinity to become a conduit of the divine, flooding the world around you with the unfettered power of the Moral Planes. Once you have used either of these options, you cannot use that option again until you finish a long rest .
Channel Negative Energy
You can use an action to evoke baleful energy from the Lower Planes to harm creatures you are able to see. You choose the creatures. Each creature makes a Charisma saving throw or takes 5d10 force damage and 5d10 necrotic damage, or half damage on a success.
When you use this feature, you also choose one of the following conditions: blinded , confused , deafened , frightened , poisoned , rattled , or slowed . A creature that failed its saving throw also gains the chosen condition. At the end of each of its turns, a creature can repeat the saving throw to end the effect on itself.
In addition, you can choose any number of creatures you can see that have the Evil alignment trait. Each regains 5d10 hit points.
Channel Positive Energy
You can use an action to evoke energy from the Upper Planes to heal creatures you are able to see. You choose the creatures and divide 200 hit points of healing among them.
A creature that regains hit points from this feature is also healed of one level of fatigue and one level of strife , and if it is blinded , charmed , confused , deafened , doomed , frightened , paralyzed , petrified , poisoned , rattled , slowed , or stunned those conditions end for it. This feature cannot be used on undead or constructs.
Signs of Faith
When you gain access to a new sign of faith, choose one of the following.
Ancestral Guidance
In addition to the spells you normally prepare, you always have speak with dead prepared, and you can use this feature to cast it once between long rests without spending a spell slot. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.
Compassionate Nurse
Your insight and sympathy more than make up for your lack of formal medical training. You gain an expertise die on Medicine checks. In addition, you may always choose to use Wisdom when making Medicine checks.
Faithful Historian
You have a deep relationship with religious history and art. You gain an expertise die on History checks. In addition, you may always choose to use Wisdom when making History checks.
Gentle Healer
During a short rest , you can spend uses from your healer’s satchel to aid your allies in their recovery. A creature you choose may roll expended Hit Dice twice, taking the higher result. You may not expend your own Hit Dice while using this feature, since you use all of your energies to heal your companions.
Graceful Fall
Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your reaction.
Monastic Austerity
Your greater entity acts as a buffer to shield you from hardship or your religious self-discipline sustains you even during harsh times. Preventing the first level of fatigue you would take each day.
Numinous Awareness
When you see a creature that appears to be a beast, you automatically recognize whether it is a celestial, fiend, or fey. You have advantage on Arcana and Medicine checks made to interact with magical wounds and maladies caused by celestials, fiends, and fey.
Premonition
You have the ability to interpret messages sent to you in dreams or visions by your greater entity. After each long rest you know either:
- a piece of information that will help you in your endeavours before the end of your next long rest,
- or, how one action will play out before the end of your next long rest. Roll a d20. Before the end of your next long rest, you may choose to replace any roll made by a creature that you can see within 30 feet of you with the result of this d20 roll.
The Narrator lets you know which benefit is available whenever you finish a long rest.
Preservation
Your connection to a greater entity allows you to sense poison or disease in food, drink, or other consumables. You must have had direct contact with them or their container in order to sense this corruption.
Righteous Path
Divine intuition guides you through the tangled paths of constructed or inhabited areas without confusion. Once per day you may choose to walk the Righteous Path for 1 hour. While walking the Righteous Path, you are aware when enemies are within 60 feet of you, and you know if backtracking or alternate routes could avoid them. You can also use an action to sense if there are traps within 30 feet, but not the location or nature of the traps.
Soothing Words
Your divinely-inspired counsel and wise advice can calm troubled minds. You may reduce one ally’s strife by one level. Once you use this feature, you cannot do so again until you finish a long rest .
Supernal Intuition
Choose a creature type from fiend, fey, celestial, elemental, or undead. You know when a creature of this type is within 60 feet of you, although you do not know its location. Nondetection protects against this feature. You may select this sign multiple times, choosing a different creature type each time.
Theologian
Years of devoted learning have given you a deep understanding regarding the evolution of religion, theology, and the figures involved. You gain an expertise die on Religion checks. In addition, you may always choose to use Wisdom when making Religion checks.
Voice of Doom
Your personal knowledge of divine wrath and the end times make your proclamations utterly chilling. You gain an expertise die on Intimidation checks. In addition, you may always choose to use Wisdom when making Intimidation checks.