Cleric

Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.
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: Light armor, medium armor, shields
Weapons: 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
Table- The Cleric
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
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.
Preparing and Casting Spells
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 min 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.
Divine Domain
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War.
Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. 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 Spells (always prepared)
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.
Channel Divinity
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 30ft of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 min 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 30ft 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.
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.
You can't increase an ability score above 20 using this feature.
Destroy Undead
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 Destroy Undead table.
Table- Destroy Undead
| Cleric Level | Destroys Undead of CR ... |
|---|---|
| 5th | 1/2 or lower |
| 8th | 1 or lower |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
Divine Intervention
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 GM 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.
Cleric Domains
Life Domain
The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe-that sustains all life.
The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Table- Life Domain Spells (always prepared)
| Cleric Level | Spells |
|---|---|
| 1st | bless, cure wounds |
| 3rd | lesser restoration, spiritual weapon |
| 5th | beacon of hope, revivify |
| 7th | death ward, guardian of faith |
| 9th | mass cure wounds, raise dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
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 30ft 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.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
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 radiant damage 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.
- name Cleric
- type full-caster
- hit_dice d8
- subtypes
- support
- class Cleric
- spellcasting_ability WIS
- class_action_name Channel Divinity
- class_charges
- value 1
- level 2
- value 2
- level 6
- value 3
- level 18
- ability_saving_throws
- WIS
- CHA
- proficiency_selection
- name Choose proficiencies
- type skill
- value 2
- list
- History
- Insight
- Medicine
- Persuasion
- Religion
- non_skill_proficiencies
- name Light Armor
- type armor-type
- name Medium Armor
- type armor-type
- name Shields
- type armor-type
- name Simple Weapons
- type weapon-type
- feats
- name Spellcasting
- type spellcasting
- description As a conduit for divine power, you can cast `Cleric` spells.
- name Ritual Casting
- type ritual casting
- description You can cast a `Cleric` spell as a `ritual` if that spell has the `ritual` tag and is in your spellbook. **You do not need to have the spell prepared**.
- name Spellcasting Focus
- type tool
- description You can use a holy symbol as a spellcasting focus for your `Cleric` spells.
- name Channel Divinity
- type class action
- description You channel divine energy directly from your deity to fuel magical effects.
- requirement
- type level
- value 2
- name Channel Divinity: Turn Undead
- type class action
- description Each undead that can see or hear you within `30ft` must make a `Wisdom` `saving throw` or be turned for `1 min`, or until taking damage.
- requirement
- type level
- value 2
- name Channel Divinity: Destroy Undead
- type class action
- description Immediately destroy weak undead below a CR 1/2 when casting `Turn Undead`.
- requirement
- type level
- value 5
- name Divine Intervention
- type class action
- description Call on your deity to intervene when your need is great.
- requirement
- type level
- value 10
- subclass
- name Divine Domain
- requirement
- type level
- value 1
- subclasses
- name Knowledge Domain
- description Knowledge Domain
- always_prepared_spells
- name command
- requirement
- type level
- value 1
- name identify
- requirement
- type level
- value 1
- name augury
- requirement
- type level
- value 3
- name suggestion
- requirement
- type level
- value 3
- name nondetection
- requirement
- type level
- value 5
- name speak with dead
- requirement
- type level
- value 5
- name arcane eye
- requirement
- type level
- value 7
- name confusion
- requirement
- type level
- value 7
- name legend lore
- requirement
- type level
- value 9
- name scrying
- requirement
- type level
- value 9
- feats
- name Blessings of Knowledge
- type choice
- description Gain proficiency in two chosen skills and two additional languages.
- value 2
- values
- name Choose two languages
- type language
- name Knowledge of The Ages
- type class action
- requirement
- type level
- value 2
- name Read Thoughts
- type class action
- description You can use your Channel Divinity to read a creature's thoughts and even suggest a course of action.
- requirement
- type level
- value 6
- name Potent Spellcasting
- type offense
- description Add your `Wisdom` modifier to the damage you deal with any `Cleric` cantrip.
- requirement
- type level
- value 8
- name Visions of The Past
- type action
- description Call up visions of the past that relate to an object you hold or your immediate surroundings.
- requirement
- type level
- value 17
- name Life Domain
- description The Life Domain focuses on healing and vitality. Clerics of this domain are devoted to preserving life, tending the wounded, and driving away the forces of death.
- non_skill_proficiencies
- name Heavy Armor
- type armor-type
- always_prepared_spells
- name bless
- requirement
- type level
- value 1
- name cure wounds
- requirement
- type level
- value 1
- name lesser restoration
- requirement
- type level
- value 3
- name spiritual weapon
- requirement
- type level
- value 3
- name beacon of hope
- requirement
- type level
- value 5
- name revivify
- requirement
- type level
- value 5
- name death ward
- requirement
- type level
- value 7
- name guardian of faith
- requirement
- type level
- value 7
- name mass cure wounds
- requirement
- type level
- value 9
- name raise dead
- requirement
- type level
- value 9
- feats
- name Disciple of Life
- type passive
- description Healing spells restore an additional `+2` HP `+` the spell's level
- name Channel Divinity: Preserve Life
- type class action
- description Restore a number of hit points equal to five times your Cleric level to any creatures within `30ft`, up to half their max HP.
- requirement
- type level
- value 2
- name Blessed Healer
- type passive
- description The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to `2+` the spell's level.
- requirement
- type level
- value 6
- name Divine Strike I
- type offense
- description 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` `radiant damage` to the target.
- requirement
- type level
- value 8
- name Divine Strike II
- type offense
- description 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 `2d8` `radiant damage` to the target.
- requirement
- type level
- value 14
- name Supreme Healing
- type passive
- description When you normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
- requirement
- type level
- value 17
- name Light Domain
- description Clerics of the Light Domain are radiant warriors who use divine fire to cleanse darkness and illuminate the path to righteousness.
- always_prepared_spells
- name burning hands
- requirement
- type level
- value 1
- name faerie fire
- requirement
- type level
- value 1
- name flaming sphere
- requirement
- type level
- value 3
- name scorching ray
- requirement
- type level
- value 3
- name daylight
- requirement
- type level
- value 5
- name fireball
- requirement
- type level
- value 5
- name guardian of faith
- requirement
- type level
- value 7
- name wall of fire
- requirement
- type level
- value 7
- name flame strike
- requirement
- type level
- value 9
- name scrying
- requirement
- type level
- value 9
- feats
- name Warding Flare
- type reaction
- description When a creature attacks you, you can impose disadvantage on the attack roll by creating a burst of divine light.
- name Radiance of The Dawn
- type class action
- description Use Channel Divinity to banish magical darkness and deal `radiant` damage to enemies within `30ft`.
- requirement
- type level
- value 2
- name Improved Flare
- type defense
- description You can now use Warding Flare to protect an ally within `30ft`.
- requirement
- type level
- value 6
- name Potent Spellcasting
- type offense
- description Add your `Wisdom` modifier to the damage you deal with any `Cleric` cantrip.
- requirement
- type level
- value 8
- name Corona of Light
- type action
- description You use your `action` to activate an aura of sunlight that lasts for `1 min` or until you dismiss it using an `action`. You emit `bright light` in a `60ft` radius and `dim light` `30ft` beyond that. Enemies in the `bright light` have `disadvantage` on `saving throws` against any spell that deals `fire damage` or `radiant damage`.
- requirement
- type level
- value 17
- name Nature Domain
- description Clerics of the Nature Domain serve deities of the wilderness and the elements, acting as protectors of nature and those who live in harmony with it.
- always_prepared_spells
- name animal friendship
- requirement
- type level
- value 1
- name speak with animals
- requirement
- type level
- value 1
- name barkskin
- requirement
- type level
- value 3
- name spike growth
- requirement
- type level
- value 3
- name plant growth
- requirement
- type level
- value 5
- name wind wall
- requirement
- type level
- value 5
- name dominate beast
- requirement
- type level
- value 7
- name grasping vine
- requirement
- type level
- value 7
- name insect plague
- requirement
- type level
- value 9
- name tree stride
- requirement
- type level
- value 9
- feats
- name Acolyte of Nature
- type passive
- description Gain one druid cantrip and proficiency in one nature-based skill.
- name Charm Animals And Plants
- type class action
- description You can use Channel Divinity to charm animals and plants within `30ft`.
- requirement
- type level
- value 2
- name Dampen Elements
- type reaction
- description When you or a creature within `30ft` of you takes `acid`, `cold`, `fire`, `lightning`, or `thunder` damage, you can use your `reaction` to grant `resistance` to the creature against that type of damage.
- requirement
- type level
- value 6
- name Divine Strike I
- type offense
- description 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` of your choice of `cold damage`, `fire damage` or `lightning damage` to the target.
- requirement
- type level
- value 8
- name Divine Strike II
- type offense
- description 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 `2d8` of your choice of `cold damage`, `fire damage` or `lightning damage` to the target.
- requirement
- type level
- value 14
- name Master of Nature
- type bonus action
- description You gain the ability to command animals and plant creatures. While the creatures are `charmed` by your `Charm Animals and Plants` class action, you can take a `bonus action` on your turn to verbally command what each creature will do on their turn.
- requirement
- type level
- value 17
- name Tempest Domain
- description Clerics of the Tempest Domain call upon the fury of the storm, wielding thunder and lightning to smite their enemies.
- always_prepared_spells
- name fog cloud
- requirement
- type level
- value 1
- name thunderwave
- requirement
- type level
- value 1
- name gust of wind
- requirement
- type level
- value 3
- name shatter
- requirement
- type level
- value 3
- name call lightning
- requirement
- type level
- value 5
- name sleet storm
- requirement
- type level
- value 5
- name control water
- requirement
- type level
- value 7
- name ice storm
- requirement
- type level
- value 7
- name destructive wave
- requirement
- type level
- value 9
- name insect plague
- requirement
- type level
- value 9
- feats
- name Wrath of The Storm
- type reaction
- description When hit by an attacker within `5ft`, you can deal `2d8` `lightning` or `thunder` damage to them.
- name Destructive Wrath
- type class action
- description Use Channel Divinity to deal maximum damage with `lightning` or `thunder` spells.
- requirement
- type level
- value 2
- name Thunderbolt Strike
- type passive
- description When you deal `lightning` damage to a creature, you can push it `10ft` away.
- requirement
- type level
- value 6
- name Divine Strike I
- type offense
- description 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` `thunder damage` to the target.
- requirement
- type level
- value 8
- name Divine Strike II
- type offense
- description 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 `2d8` `thunder damage` to the target.
- requirement
- type level
- value 14
- name Stormborn
- type passive
- description You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
- requirement
- type level
- value 17
- name Trickery Domain
- description Clerics of the Trickery Domain worship gods of deception and illusion, using magic to mislead, disguise, and confound their foes.
- always_prepared_spells
- name charm person
- requirement
- type level
- value 1
- name disguise self
- requirement
- type level
- value 1
- name mirror image
- requirement
- type level
- value 3
- name pass without trace
- requirement
- type level
- value 3
- name blink
- requirement
- type level
- value 5
- name dispel magic
- requirement
- type level
- value 5
- name dimension door
- requirement
- type level
- value 7
- name polymorph
- requirement
- type level
- value 7
- name dominate person
- requirement
- type level
- value 9
- name modify memory
- requirement
- type level
- value 9
- feats
- name Blessing of The Trickster
- type passive
- description You can use your `action` to give one creature `advantage` on `Stealth` checks for `1h`.
- name Invoke Duplicity
- type class action
- description You create a perfect illusory duplicate of yourself that you can move independently to distract and mislead enemies.
- requirement
- type level
- value 2
- name Cloak of Shadows
- type class action
- description You can use `Channel Divinity` to become `invisible` until the end of your next turn.
- requirement
- type level
- value 6
- name Divine Strike I
- type offense
- description 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` `poison damage` to the target.
- requirement
- type level
- value 8
- name Divine Strike II
- type offense
- description 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 `2d8` `poison damage` to the target.
- requirement
- type level
- value 14
- name Improved Duplicity
- type passive
- description You can create up to four duplicates of yourself when you use `Invoke Duplicity`. As a `bonus action` on your turn, you can move any number of them up to `30ft`, to a max of `120ft`.
- requirement
- type level
- value 17
- name War Domain
- description Clerics of the War Domain are divine champions who lead their allies into battle, wielding weapons and magic to secure victory.
- always_prepared_spells
- name divine favor
- requirement
- type level
- value 1
- name shield of faith
- requirement
- type level
- value 1
- name magic weapon
- requirement
- type level
- value 3
- name spiritual weapon
- requirement
- type level
- value 3
- name crusader's mantle
- requirement
- type level
- value 5
- name spirit guardians
- requirement
- type level
- value 5
- name freedom of movement
- requirement
- type level
- value 7
- name stoneskin
- requirement
- type level
- value 7
- name flame strike
- requirement
- type level
- value 9
- name hold monster
- requirement
- type level
- value 9
- feats
- name War Priest
- type bonus action
- description When you make an attack, you can use a `bonus action` to make an additional weapon attack.
- name Guided Strike
- type class action
- description Use Channel Divinity to add `+10` to an attack roll after rolling but before the outcome is determined.
- requirement
- type level
- value 2
- name War God's Blessing
- type reaction
- description When a creature within `30ft` makes an attack roll, you can grant them a `+10` bonus.
- requirement
- type level
- value 6
- name Divine Strike I
- type offense
- description 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.
- requirement
- type level
- value 8
- name Divine Strike II
- type offense
- description 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 `2d8` damage of the same type dealt by the weapon to the target.
- requirement
- type level
- value 14
- name Avatar of Battle
- type defense
- description You gain `resistance` to `bludgeoning`, `piercing`, and `slashing` damage from `nonmagical` weapons.
- requirement
- type level
- value 17