1. Quests

Test Organizational Chart

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All Class Features

Channel Divinity - 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.

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Cantrip Spells

Fire Bolt - Cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Magical Phenomena

Magic Mushrooms - Magical Hazard

Mushrooms can be deadly, delicious, or both. Some have magical properties, especially those that grow in areas suffused by mystical energy, such as the Underdark and the Feywild.


Creatures proficient in the Medicine, Nature, or Survival skills might be versed on the subject of fungi, especially the magical kind, since the beneficial effects can save lives or bestow unusual powers. But when an unknown variety of fungus is encountered, only an expert can identify it and determine its properties.


To determine the effects of eating such fungus, roll on the Magic Mushroom Effects table.

Natural Hazard

Quicksand - Natural Hazard

A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook).