Cleric Feats
| Feat | Level | ASI | Benefits |
|---|---|---|---|
| Blinding Light | 5 | Wis or Cha | When dealing radiant damage via spell or Smite, reduce damage by 2Ă— PB; foe must be Wis save or be blinded 1 round |
| Divine Might | 5 | Use Channel Divinity to add Wis mod to weapon attack and damage [bonus action] | |
| Divine Redoubt | 5 | Wis | As reaction to impending save for ally, use Channel Divinity to grant allies adv. on that save [reaction] |
| Grace's Reprisal | 1 | Wis | If forced to make a save and you make it, by a foe within 30 ft., they must make save or take radiant/necrotic damage = Cleric level + Wis mod |
| Judgment of Light and Shadow | 1 | Wis | Choose radiant or necrotic. When casting a cantrip of that damage type, add Wis mod to damage. When making save vs. spell of other damage type, you have adv. on save. |
| Ordained Bearing | 1 | Wis | Gain Religion proficiency; when casting Cleric spell with verbal comp., # targets ≤ Wis mod have disadv. on save, usable 1/SR |
| Sacred Resilience | 1 | Wis | When ally within 60 ft. must save vs. spell or ability, as reaction use Channel Divinity, ally makes save with adv. and plus your Wis mod. Can use after 1st roll. |
| Shared Spell | 1 | Wis or Cha | When casting single-target spell on yourself, can target ally within 5 ft. with same spell. |
| Step Between Life and Death | 5 | Wis or Cha | When ally within 30 ft. drop to 0 hp, as reaction can move your speed to them w/o opp.atks; if you reach ally, can cast touch spell or use Lay on Hands |
| Warcaster's Instincts | 3 | Int, Wis or Cha | After making Str/Dex/Con save against spell, retaliate against caster, deal force dmg = level + spell mod; usable 1/SR |
| Legend | |
|---|---|
| 1/SR | Usable once per short rest |
| adv. | advantage |
| disadv. | disadvantage |
| opp.atk. | opportunity attack |
| hp | hit points |
Blinding Light
You've learned to wield divine light with precision— moderating its intensity to dazzle as well as destroy.
Prerequisites: 5th level Cleric or Paladin, able to deal radiant damage with a spell or ability
Benefits:
-
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
-
When you deal radiant damage to a creature with a spell of 1st level or higher (or Divine Smite), you can choose to reduce the damage by twice your proficiency bonus. If you do, the target must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature is blinded until the start of your next turn.
You must choose to use this ability before you roll damage. You can use this feature a number of times equal to your proficiency bonus per long rest.
Divine Might
Your divine power flows through your weapon strikes, reinforcing them with spiritual force.
Prerequisites: 5th level Cleric
Benefits: As a bonus action, you can expend one use of your Channel Divinity to empower your weapon attacks so long as you maintain concentration (to a maximum of 1 minute). For the duration, you add your Wisdom modifier to attack rolls and damage rolls with weapon attacks.
Divine Redoubt
You can focus your divine energy to shield your allies in a moment of impending danger.
Prerequisites: 5th level Cleric
Benefits:
-
Increase your Wisdom score by 1, to a maximum of 20.
-
When a creature within 30 ft of you is forced to make a saving throw by the same effect that also targets other creatures within range, you can use your reaction and expend one use of your Channel Divinity to shield them. Choose a number of creatures affected by that effect within 30 ft of you, up to your Wisdom modifier (minimum of one). Each chosen creature gains advantage on that saving throw. You can include yourself among the chosen creatures.
Grace's Reprisal
Your unwavering faith repels those who seek to bend or break your will. When you resist an enemy's magic, your divine power lashes out in response.
Prerequisite: 1st level Cleric
Benefit:
-
Increase your Wisdom score by 1, to a maximum of 20.
-
When a creature within 30 ft of you forces you to make a saving throw against a spell or magical ability, and you succeed on that saving throw, you can use your reaction to invoke divine reprisal. The creature must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, it takes radiant or necrotic damage (your choice) equal to your Cleric level + your Wisdom modifier. On a success, it takes half as much damage.
You must be able to see or hear the creature to target it with this feature. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Judgment of Light and Shadow
Your divine power flows with either holy radiance or shadowed wrath.
Prerequisite: 1st level Cleric
Benefits: Choose radiant or necrotic damage when you take this feat. Your choice grants the following benefits:
-
Increase your Wisdom score by 1, to a maximum of 20.
-
When you cast a Cleric spell or cantrip that deals damage of the chosen type, you add your Wisdom modifier (minimum +1) to each damage roll of that spell.
-
You have advantage on saving throws against spells that deal damage of the type you did not choose.
Special: Once made, this choice is permanent.
Ordained Bearing
Your spiritual authority is expressed through measured presence and serene command.
Prerequisite: 1st level Cleric
Benefits:
-
Increase your Wisdom score by 1, to a maximum of 20.
-
You gain proficiency in the Religion skill. If you are already proficient, you instead gain Expertise in Religion.
-
Once per short rest, when you cast a Cleric spell with a verbal component that forces a saving throw, you combine your spell with pronouncements of your god's power (no check required). A number of targets of the spell equal to your spellcasting ability modifier (minimum 1) have disadvantage on their saving throw.
Sacred Resilience
You can call upon divine power to shield your allies from supernatural threats, as a reaction.
Prerequisite: 1st level Cleric
Benefit:
-
Increase your Wisdom score by 1, to a maximum of 20.
-
When a character within 60 ft of you that you can see is forced to make a saving throw against a foe's spell or ability, you can use your reaction to invoke divine protection. Expend a use of Channel Divinity. That character makes the roll with advantage and gains a bonus to their saving throw equal to your Wisdom modifier. You can use this after the character has made the roll but it must be before the result is known.
Shared Spell
Your protective magic extends instinctively to those beside you, and your presence reinforces the resolve of allies when they falter.
Prerequisites: 1st level Bard, Cleric, or Druid; or 2nd level Paladin
Benefits:
-
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
-
Once per short or long rest, when you cast a single-target spell on yourself, you can also target one willing creature within 5 ft with the same spell, provided they are a valid target and the spell has no costly material component.
Step Between Life and Death
When allies fall, you move with unwavering purpose to bring them back from the brink.
Prerequisite: 5th level Cleric or Paladin
Benefits:
-
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
-
You can use this feature once per short or long rest. When a creature you can see within 30 ft of you drops to 0 hit points, you can use your reaction to move up to your speed toward that creature, without provoking opportunity attacks. If you end this movement within 5 ft of the creature, you can immediately use one of the following as part of the same reaction:
-
Cast a spell with a casting time of 1 action and a range of touch from the cleric or paladin spell list, or
-
Use your Lay on Hands feature to restore hit points to the fallen creature.
Warcaster's Instincts
You've been burned, frozen, and disintegrated— but you're still standing. You've learned not just to endure magic, but to turn it against your enemies.
Prerequisites: 3rd level Cleric, Druid, Sorcerer, or Wizard
Benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-
Once per short rest, when you succeed on a Strength, Dexterity or Constitution saving throw against a spell of 1st level or higher, you can use your reaction to retaliate with disruptive force. The caster must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your spellcasting ability modifier) or take force damage equal to your level + your spellcasting ability modifier. They take no damage on a successful save.