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D&D 2024 Classes

From The Apparatus
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This article explains how the Classes from the Player's Handbook of D&D 2024 are implemented in The Apparatus setting. These do not map perfectly to the setting, but offer a way to enjoy the D&D rules as written within the cosmology offered by The Apparatus.

Classes of Dungeons & Dragons

D&D Classes in The Apparatus Setting
D&D Class D&D Subclass Setting Classes Description
Barbarian Path of the Berserker Champion of Night Their power comes from investment by one of the Gods of Night. This connection to the domain of cruelty and violence fuels the rage and martial prowess of the Berserker.
Burning Obsidian Reaver Their power comes from perilous brushes with the Titan Burning Obsidian. This connection to primordial fire fuels the rage and martial prowess of the Berserker.
Pale Maw Reaver Their power comes from perilous brushes with the Titan Pale Maw. This connection to primordial hunger and death fuels the rage and martial prowess of the Berserker.
Path of the Wild Heart Champion of Summer Their power comes from investment by one of the Gods of Summer. This connection to the domain of movement and freedom fuels the rage and animalistic powers of the Wild Heart Barbarian.
Fury Reaver Their power comes from perilous brushes with the energies of the Titans. This connection to primordial beasts fuels the rage and animalistic powers of the Wild Heart Barbarian.
Path of the World Tree Champion of Spring Their power comes from investment by one of the Gods of Spring. This connection to the domain of growth and life fuels the rage and healing powers of the World Tree Barbarian.
Starling Grove Reaver Their power comes from perilous brushes with the Titan Starling Grove. This connection to the primordial forest fuels the rage and healing powers of the World Tree Barbarian.
Path of the Zealot Champion of Autumn Their power comes from investment by one of the Gods of Autumn. This connection to the domain of death fuels the rage and magic of the Zealot.
Creeping Willow Reaver Their power comes from perilous brushes with the Titan Creeping Willow. This connection to the primordial swamp fuels the rage and magic of the Zealot.
Bard College of Dance Bright Orison of the Fifth Court Their power come from a pact formed with the First Queen of the Fifth Court. This connection to the Strange God of music and movement fuels the musical dancing magic of the Bard.
Champion of Summer Their power comes from investment by one of the Gods of Summer. This connection to the domain of movement and freedom fuels the musical dancing magic of the Bard.
Scorching Abandon Sorcerer Their power comes from perilous brushes with the Titan Scorching Abandon. This connection to primordial revelry fuels the musical dancing magic of the Bard.
College of Glamour Bright Orison of the Weeping Court Their power comes from a pact formed with the Thespian Queen of the Weeping Court. This connection to the Strange God of theater and acting fuels the charismatic powers of the Bard.
Dreaming Meadow Reaver Their power comes from perilous brushes with the Titan Dreaming Meadow. This connection to primordial dream fuels the magic of the Bard.
College of Lore Champion of Pattern Their power comes from investment by one of the Gods of Pattern. This connection to the domain of knowledge and thought fuels the magic of the Bard.
College of Valor Lost Orison of The White Tree Their power comes from gaining the attention of The White Tree. This connection to the Strange God of heroes and ancestry fuels the magic of the Bard.
Cleric Death Domain Herald of Autumn Their power comes from investment by one of the Gods of Autumn. This connection to the domain of death fuels the Cleric's magic.
Pale Maw Sorcerer Their power comes from perilous brushes with the Titan Pale Maw. This connection to primordial hunger and death fuels the Cleric's magic.
Evil Domain Herald of Night Their power comes from investment by one of the Gods of Night. This connection to the domain of cruelty and fear fuels the Cleric's magic.
Lonely Hollow Sorcerer Their power comes from perilous brushes with the Titan Lonely Hollow. This connection to primordial fear fuels the Cleric's magic.
Fire Domain Burning Obsidian Sorcerer Their power comes from perilous brushes with the Titan Burning Obsidian. This connection to primordial fire fuels the Cleric's magic.
Herald of Summer Their power comes from investment by one of the Gods of Summer. This connection to the domain of fire and movement fuels the Cleric's magic.
Ice Domain Herald of Winter Their power comes from investment by one of the Gods of Winter. This connection to the domain of ice fuels the Cleric's magic.
Pale Maw Sorcerer Their power comes from perilous brushes with the Titan Pale Maw. This connection to the primordial glacier fuels the Cleric's magic.
Life Domain Creeping Willow Sorcerer Their power comes from perilous brushes with the Titan Creeping Willow. This connection to the primordial swamp fuels the Cleric's magic.
Herald of Spring Their power comes from investment by one of the Gods of Spring. This connection to the domain of life and growth fuels the Cleric's magic.
Light Domain Herald of Day Their power comes from investment by one of the Gods of Day. This connection to the domain of the sun fuels the Cleric's magic.
Radiant Heaven Sorcerer Their power comes from perilous brushes with the Titan Radiant Heaven. This connection to the primordial sun fuels the Cleric's magic.
Mind Domain Braided Thought Sorcerer Their power comes from perilous brushes with the Titan Braided Thought. This connection to primordial memory fuels the Cleric's magic.
Herald of Pattern Their power comes from investment by one of the Gods of Pattern. This connection to the domain of language and thought fuels the Cleric's magic.
Druid Circle of the Land Fury Sorcerer Their power comes from perilous brushes with the energies of the Titans. This connection to primordial realms gives the Druid their magic.
Herald of Form Their power comes from investment by one of the Gods of Form. This connection to the domain of nature gives the Druid their magic.
Circle of the Moon Herald of Form Their power comes from investment by one of the Gods of Form. This connection to the domain of nature gives the Druid their magic.
Starling Grove Sorcerer Their power comes from perilous brushes with the Titan Starling Grove. This connection to the primordial forest gives the Druid their magic.
Circle of the Sea Maelstrom Deep Sorcerer Their power comes from perilous brushes with the Titan Maelstrom Deep. This connection to the primordial ocean and storm gives the Druid their magic.
Circle of the Stars Bright Orison of the High Court of Yesterday Their power comes from forming a pact with the Lotus King and Oak Queen of the High Court of Yesterday. This connection to Strange astrology gives the Druid their magic.
Eldritch Orison of The Oracle of Dust Their power comes from gaining the attention of The Oracle of Dust. This connection to the Strange God of unseen ends grants the Druid their magic.
Lost Orison of The Wandering Star Their power comes from gaining the attention of The Wandering Star. This connection to the Strange God of the hopelessly lost grants the Druid their magic.
Fighter Battle Master Paragon of War Their power comes from having a chosen soul of the Paragons. This connection to an ancestral perfection allows the Fighter to excel beyond mortal limitations.
Champion Paragon of War Their power comes from having a chosen soul of the Paragons. This connection to an ancestral perfection allows the Fighter to excel beyond mortal limitations.
Eldritch Knight Lost Orison of The Last Emperor This power comes from gaining the attention of The Last Emperor. This connection to the Strange God of lost causes grants the Eldritch Knight their martial skill and magic.
Maelstrom Deep Reaver Their power comes from perilous brushes with the Titan Maelstrom Deep. This connection to primordial storm gives the Eldritch Knight their martial skill and magic.
Psi Warrior Eldritch Orison of The Wind Which Destroys Their power comes from gaining the attention of The Wind Which Destroys. This connection to the Strange God of hunger and destruction gives the Psi Warrior their power.
Monk Warrior of Mercy Creeping Willow Reaver Their power comes from perilous brushes with the Titan Creeping Willow. This connection to primordial life and death gives the Monk their mystic abilities.
Eldritch Orison of the Setting Sun Their power comes from gaining the attention of The Setting Sun. This connection to the Strange God of entropy gives the Monk their mystic abilities.
Warrior of Shadow Shadow Warrior Their power comes from dabbling in the forbidden Shadow Arts of the Demons of the Void. This connection to shadow and illusion gives the Monk their mystic abilities.
Yawning Darkness Reaver Their power comes from perilous brushes with the Titan Yawning Darkness. This connection to primordial depth and darkness gives the Monk their mystic abilities.
Warrior of the Elements Champion of Form Their power comes from investment by one of the Gods of Form. This connection to the domain of the natural elements gives the Monk their mystic abilities.
Fury Reaver Their power comes from perilous brushes with the energies of the Titans. This connection to primordial energy gives the Monk their mystic abilities.
Warrior of the Open Hand Order of One Ascetic Their power comes from a mastery of their inner selves. This mastery grants them powers beyond mortal limitations.
Paladin Oath of Devotion Champion of Day Their power comes from investment by one of the Gods of Day. This connection to the domain of protection and courage is the source of the Paladin's magic.
Radiant Heaven Reaver Their power comes from perilous brushes with the Titan Radiant Heaven. This connection to the primordial sun and sky is the source of the Paladin's magic.
Oath of Glory Bleak Orison of the Laughing Court Their power comes from a pact formed with The Maeve of The Laughing Court. This connection to the Strange God of social status and renown is the source of the Paladin's magic.
Champion of Summer Their power comes from investment by one of the Gods of Summer. This connection to the domain of passion and movement is the source of the Paladin's magic.
Inexorable Stone Reaver Their power comes from perilous brushes with the Titan Inexorable Stone. This connection to primordial ambition is the source of the Paladin's magic.
Oath of the Ancients Bright Orison of the Burning Court Their power comes from forming a pact with The Ruby Queen of The Burning Court. This connection to the Strange God of passion and beauty is the source of the Paladin's magic.
Gilded Vale Reaver Their power comes from perilous brushes with the Titan Gilded Vale. This connection to primordial gold and beauty is the source of the Paladin's magic.
Oath of Vengeance Bleak Orison of the Bleeding Court Their power comes from forming a pact with The Spider Queen of The Bleeding Court. This connection to the Strange God of turning pain into rage is the source of the Paladin's magic.
Champion of Night Their power comes from investment by one of the Gods of Night. This connection to the domain of wrath and viciousness is the source of the Paladin's magic.
Lost Orison of The Torn Man Their power comes from gaining the attention of The Torn Man. This connection to the Strange God of suffering and vengeance is the source of the Paladin's magic.
Scorching Abandon Reaver Their power comes from perilous brushes with the Titan Scorching Abandon. This connection to primordial lust and passion is the source of the Paladin's magic.
Ranger Beast Master Bleak Orison of The Court of Three Their power comes from forming a pact with The Stygian Queens of The Court of Three. This connection to the Strange Gods of numerological obsession grants the Ranger their magic ability.
Fury Reaver Their power comes from perilous brushes with the energies of the Titans. This connection to primordial beasts grants the Ranger their magic ability.
Fey Wanderer Bleak Orison of The Court of Half Tomorrows Their power comes from forming a pact with King Oberon and Queen Morrigan of The Court of Half Tomorrows. This connection to the Strange Gods of quests and mysteries grants the Ranger their magic ability.
Severed Horizon Reaver Their power comes from perilous brushes with the Titan Severed Horizon. This connection to primordial maps and journeys grants the Ranger their magic ability.
Gloom Stalker Lonely Hollow Reaver Their power comes from perilous brushes with the Titan Lonely Hollow. This connection to primordial fear grants the Ranger their magic ability.
Shadow Warrior Their power comes from dabbling in the forbidden Shadow Arts of the Demons of the Void. This connection to shadow and illusion gives the Monk their mystic abilities.
Hunter Paragon of War Their power comes from having a chosen soul of the Paragons. This connection to an ancestral perfection allows the Fighter to excel beyond mortal limitations.
Rogue Arcane Trickster Bleak Orison of The Gilded Court Their power comes from forming a pact with King Mammon of The Gilded Court. This connection to the Strange God of greed and wealth gives the Trickster their skill and magic.
Bright Orison of The White Clad Court Their power comes from forming a pact with The Giving Queen of the White Clad Court. This connection to the Strange God of generosity and abundance gives the Trickster their skill and magic.
Lost Orison of The Fingersmith Their power comes from forming a pact with The Fingersmith. This connection to the Strange God of chaos and stealth gives the Trickster their skill and magic.
Gilded Vale Reaver Their power comes from perilous brushes with the Titan Gilded Vale. This connection to primordial masks and lies gives the Trickster their skill and magic.
Assassin Paragon of War Their power comes from having a chosen soul of the Paragons. This connection to an ancestral perfection allows the Fighter to excel beyond mortal limitations.
Soulknife Braided Thought Reaver Their power comes from perilous brushes with the Titan Braided Thought. This connection to primordial memory gives the Soulknife their mystic skills.
Champion of Winter Their power comes from investment by one of the Gods of Winter. This connection to the domain of regret and sorrow gives the Soulknife their mystic skills.
Eldritch Orison of The King of All Tears Their power comes from gaining the attention of The King of All Tears. This connection with the Strange God of madness gives the Soulknife their mystic skills.
Thief Paragon of War Their power comes from having a chosen soul of the Paragons. This connection to an ancestral perfection allows the Fighter to excel beyond mortal limitations.
Sorcerer Aberrant Eldritch Orison of The Conqueror Worm Their power comes from gaining the attention of The Conqueror Worm. This connection to the Strange God of flesh is the source of the Sorcerer's magic.
Maelstrom Deep Sorcerer Their power comes from perilous brushes with the Titan Maelstrom Deep. This connection to the primordial ocean and its creatures is the source of the Sorcerer's magic.
Clockwork Arcanist Their power comes from perceiving The Apparatus and understanding how it works. This connection to the source of all order in the natural world is the source of the Sorcerer's magic.
Inexorable Stone Sorcerer Their power comes from perilous brushes with the Titan Inexorable Stone. This connection to primordial time and organization is the source of the Sorcerer's magic.
Draconic Dragonblood Sorcerer Their power is inherited from the Dragons of the Lost Age. This connection to ancestral Dragons is the source of the Sorcerer's magic.
Wild Magic Bright Orison of The Twice Sweet Court Their power comes from forming a pact with The Candy King and The Cake Queen of The Twice Sweet Court. This connection to the Strange Gods of mania and pleasure is the source of the Sorcerer's magic.
Warlock Archfey Pact Bleak Orison of The Low Bone Court Their power comes from forming a pact with The Crimson King and The Porcelain Queen of The Low Bone Court. This connection to the Strange Gods of deathly rituals gives the Warlock their magic ability.
Dreaming Meadow Sorcerer Their power comes from perilous brushes with the Titan Dreaming Meadow. This connection to primordial sleep gives the Warlock their magic ability.
Severed Horizon Sorcerer Their power comes from perilous brushes with the Titan Severed Horizon. This connection to primordial travel and movement gives the Warlock their magic ability.
Celestial Pact Herald of Day Their power comes from investment by one of the Gods of Day. This connection to the domain of the sun gives the Warlock their magic ability.
Radiant Heaven Sorcerer Their power comes from perilous brushes with the Titan Radiant Heaven. This connection to primordial light and cooperation gives the Warlock their magic ability.
Fiend Pact Bleak Orison of The Court of Genuflection Their power comes from forming a pact with Queen Lolth of The Court of Genuflection. This connection to the Strange God of obedience and tyranny gives the Warlock their magic ability.
Burning Obsidian Sorcerer Their power comes from perilous brushes with the Titan Burning Obsidian. This connection to primordial fire gives the Warlock their magic ability.
Herald of Night Their power comes from investment by one of the Gods of Night. This connection to the domain of fear and cruelty gives the Warlock their magic ability.
Great Old One Pact Eldritch Orison of The Hand Dripping Blood Their power comes from gaining the attention of The Hand Dripping Blood. This connection to the Strange God of chains and prisons give the Warlock their magic ability.
Eldritch Orison of The Nightmare Beast Their power comes from gaining the attention of The Nightmare Beast. This connection to the Strange God of sound and nightmares give the Warlock their magic ability.
Wizard Abjurer Arcanist Their power comes from perceiving The Apparatus and understanding how it works. This connection to the source of all order in the natural world is the source of the Wizard's magic.
Diviner
Evoker
Illusionist Shadow Caster Their power comes from dabbling in the forbidden Shadow Arts of the Demons of the Void. This connection to shadow and illusion gives the Monk their mystic abilities.

Domains of the Heralds

Since D&D only includes 4 domains by default (Life, Light, Trickery, and War), here are included complementary domains that are present in The Apparatus setting.

Herald of Autumn

Heralds of Autumn get their power from investment by one of the Gods of Autumn, granting them mastery over the domain of death.

  • Level 3: Death Knell. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that deals necrotic damage equal to twice your Cleric level to each Bloodied enemy within 30 feet of you. If a target succeeds at a Constitution saving throw per your Cleric spell casting ability, they take only half damage.
  • Level 3: Disciple of Death. When a spell you cast with a spell slot deals necrotic damage, that spell does an additional amount of necrotic damage equal to the spell slot's level.
  • Level 3: Autumn Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Autumn Domain Spells table, you thereafter always have the listed spells prepared. Additionally, you gain the Chill Touch cantrip in addition to any other Cleric cantrips you learn.
Autumn Domain Spells
Cleric Level Prepared Spells
3 Bane, Gentle Repose, Inflict Wounds, Ray of Enfeeblement
5 Animate Dead, Speak with Dead
7 Blight, Spirit of Death
9 Contagion, Raise Dead
  • Level 6: Siphon Life. The necrotic spells you cast on others heal you. Immediately after you cast a spell with a spell slot that deals necrotic damage to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.
  • Level 17: Death Mastery. When you would normally roll one or more dice to deal necrotic damage to a creature with a spell of Channel Divinity, don't roll those dice for the damage; instead use the highest number possible for each die. For example, instead of dealing 2d6 necrotic damage to a creature with a spell, you deal 12 necrotic damage.

Herald of Day

Heralds of Day get their power from investment by one of the Gods of Day, granting them mastery over the domain of light, cooperation, and the sun.

  • Level 3: Radiance of the Dawn. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30 foot Emanation originating from yourself. Any magical Darkness in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
  • Level 3: Warding Glare. When a creature you can see within 30 feet of yourself is about to make an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
  • Level 3: Day Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Day Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Light cantrip in addition to any other Cleric cantrips you learn.
Day Domain Spells
Cleric Level Prepared Spells
3 Faerie Fire, Guiding Bolt, Magic Weapon, See Invisibility
5 Crusader's Mantle, Daylight
7 Arcane Eye, Charm Monster
9 Dawn, Scrying
  • Level 6: Improved Warding Glare. You regain all expended uses of your Warding Glare when you finish a Short or Long Rest. In addition, whenever you use your Warding Glare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
  • Level 17: Corona of Light. As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60 foot radius from yourself. Your enemies in the Bright Light have Disadvantage on saving throws against your spells that deal Radiant damage. Illusion spells within the Bright Light cast with spell slot levels 4 or lower are dispelled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Herald of Form

A Herald of Form is implemented as a Druid instead of a Cleric.

Herald of Night

Heralds of Night get their power from investment by one of the Gods of Night, granting them mastery over the domain of darkness, cruelty, and the moon.

  • Level 3: Night Vision. As a Magic action, you present your Holy Symbol and use your Channel Divinity to bestow Night Vision to yourself or one creature you touch. Unwilling targets can ignore the effect if they succeed at a Charisma saving throw equal to your Cleric spell casting ability. Those with Night Vision treat Darkness as Dim Light and treat Dim Light as Bright Light. This effect lasts for 1 hour, or until you are Incapacitated. You can extend the duration by spending an additional Channel Divinity charge.
  • Level 3: Night Shroud. When a creature you can see within 30 feet of yourself is about to make an attack roll that targets you, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
  • Level 3: Night Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Night Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Acid Splash cantrip in addition to any other Cleric cantrips you learn.
Night Domain Spells
Cleric Level Prepared Spells
3 Acid Arrow, Cause Fear, Darkness, Invisibility
5 Enemies Abound, Fear
7 Greater Invisibility, Vitriolic Sphere
9 Dominate Person, Seeming
  • Level 6: Improved Night Shroud. You regain all uses of your Night Shroud ability after a Short or Long Rest. Additionally, you if the attacker does not succeed at a Charisma saving throw based on your Cleric spell casting, they are blinded until your next turn.
  • Level 17: Corona of Night. As a Magic action, you cause yourself to emit an aura of darkness that lasts for 1 minute or until you dismiss it (no action required). You emit Darkness in a 30 foot radius from yourself. All Bright Light and Dim Light that is nonmagical or created by a spell effect level 2 or lower is extinguished. You can see in the Darkness as if it were Bright Light. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Herald of Pattern

Heralds of Pattern get their power from investment by one of the Gods of Pattern, granting them mastery over the domain of thought, mind, and language.

  • Level 3: Find Knowledge. As a Magic action you present your Holy Symbol and use Channel Divinity to tap into the Codex well of knowledge. Choose one skill, tool, or language. You gain proficiency with the chosen skill, tool, or language for 1 hour.
  • Level 3: Iron Will. You gain +2 to Charisma, Intelligence, and Wisdom saving throws.
  • Level 3: Pattern Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Pattern Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Mind Sliver cantrip in addition to any other Cleric cantrips you learn.
Summer Domain Spells
Cleric Level Prepared Spells
3 Calm Emotions, Command, Comprehend Languages, Detect Thoughts
5 Intellect Fortress, Tongues
7 Confusion, Locate Creature
9 Legend Lore, Modify Memory
  • Level 6: Barbed Iron Will. When an attack causes you to to make a Charisma, Intelligence, or Wisdom saving throw, the attacker takes Psychic damage equal to your Wisdom modifier.
  • Level 17: Visions of the Past. If you spend 1 minute in meditation studying an object or area, you receive dreamlike visions for as long as you Concentrate, up to 8 hours. For each minute you Concentrate, you receive glimpses of 1 year of the history of the object or area. These glimpses tend to focus on the most meaningful or significant to your mind. After using this ability, you cannot use it again until you complete a Long Rest.

Herald of Spring

Heralds of Spring get their power from investment by one of the Gods of Spring, granting them mastery over the domain of life.

  • Level 3: Disciple of Life. When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
  • Level 3: Preserve Life. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to more than half its Hit Point maximum.
  • Level 3: Spring Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Spring Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Spare the Dying cantrip in addition to any other Cleric cantrips you learn.
Summer Domain Spells
Cleric Level Prepared Spells
3 Aid, Bless, Cure Wounds, Lesser Restoration
5 Mass Healing Word, Revivify
7 Aura of Life, Death Ward
9 Greater Restoration, Mass Cure Wounds
  • Level 6: Blessed Healer. The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more other creatures, you regain Hit Points equal to 2 plus the spell slot's level.
  • Level 17: Supreme Healing. When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

Herald of Summer

Heralds of Summer get their power from investment by one of the Gods of Summer, granting them mastery over the domain of heat and movement.

  • Level 3: Summer Wind. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to cast the Longstrider spell without expending a spell slot. This spell can affect a number of targets equal to your Wisdom modifier (minimum one). This spell is cast as though from Integral Authority.
  • Level 3: Flame Ward. When a creature you can see within 5 feet of yourself is about to make an attack roll, you can take a Reaction to deal fire damage equal to your Wisdom modifier to the attacker. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
  • Level 3: Summer Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Summer Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Fire Bolt cantrip in addition to any other Cleric cantrips you learn.
Summer Domain Spells
Cleric Level Prepared Spells
3 Burning Hands, Flame Blade, Jump, Scorching Ray
5 Fireball, Haste
7 Freedom of Movement, Wall of Fire
9 Flame Strike, Telekinesis
  • Level 6: Improved Flame Ward. You regain all expended uses of your Flame Ward when you finish a Short or Long Rest. In addition, whenever you use your Flame Ward, you can give the target of the triggering attack 10 additional speed until your next turn.
  • Level 17: Wreath of Flame. As a Magic action, you cause yourself to emit an aura of fire that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 30 foot radius from yourself. Your enemies in the Bright Light take fire damage equal to your Wisdom modifier on each of their turns and have Disadvantage on saving throws against your spells that deal Fire damage. Allies in the Bright Light gain advantage on on saving throws against the Incapacitated Condition or a Condition that includes Incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Herald of Winter

Heralds of Winter get their power from investment by one of the Gods of Winter, granting them mastery over the domain of cold and stasis.

  • Level 3: Icy Embrace. When you deal cold damage to a creature with a Cleric spell you cast using a spell slot, you can present your Holy Symbol to use your Channel Divinity to freeze it. The creature must make a Constitution saving throw. On a failed save the creature is restrained for 1 minute. The creature can make another saving throw as an action.
  • Level 3: Numbness. You gain advantage to saving throws against the Charmed Condition.
  • Level 3: Winter Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Winter Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Ray of Frost cantrip in addition to any other Cleric cantrips you learn.
Summer Domain Spells
Cleric Level Prepared Spells
3 Entangle (frost themed), Hold Person, Ice Knife, Snilloc's Snowball Swarm
5 Sleet Storm, Slow
7 Ice Storm, Otiluke's Resilient Sphere
9 Cone of Cold, Hold Monster
  • Level 6: Improved Numbness. You gain resistance to Cold damage.
  • Level 17: Winter Aura. As a Magic action, you cause yourself to emit an aura of cold that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 30 foot radius from yourself. Your enemies in the Bright Light take cold damage equal to your Wisdom modifier on each of their turns and have Disadvantage on saving throws against your spells that deal Fire damage or inflict the Incapacitated Condition or a Condition that includes Incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.