About this mod
Implements Cleric and its Domain (subclasses) changes based on PHB2024 of DnD. Compatible with level 20 and 5e Spells.
- Requirements
- Permissions and credits
-
Translations
- Russian
- Portuguese
- Mandarin
- Changelogs

Implements Cleric and its Domain (subclasses) changes based on PHB2024 of DnD. Compatible with level 20, 5e Spells and Mystra's Spells cantrips mods.
IMPORTANT DISCLAIMER: If you are playing with the Level 20 Mod called ''Expansion'' you need to disable the optional class features of Clerics in its MCM menu since this mod implements the newest version of those.
Level 1:
- NEW: Choose a Divine Order: Protector or Thaumaturge.
- Divine Order: Protector gives Proficiency with Martial Weapons and Heavy Armor.
- Divine Order: Thaumaturge let's you pick one Cleric Cantrip to learn automatically and gain a bonus equal to your Wisdom Modifier to all your Arcana and Religion Skill Checks.
- Base Proficiency is: Simple Weapons, Light Armor, Medium Armor and Shields.
- Removed Proficiency with Morningstars and Flails (because now Proficiency depends on Divine Order chosen).
- Removed Proficiency with Martial Weapons and Heavy Armor from all Subclasses (because now Proficiency depends on Divine Order chosen).
- At EVERY LEVEL OF CLERIC you can choose to replace a learned Cantrip for another.


Level 2:
- Now Clerics start at level 2 with 2 Channel Divinity Charges instead of 1.
- Channel Divinity now regains 1 use per Short Rest, and all uses per Long Rest.
- NEW: Channel Divinity: Divine Spark. This new ability let's inflict Radiant or Necrotic damage (you choose) or Heal a target creature (including Undead and Constructs as per the rules).
- The base damage of Divine Spark increases further at levels 7, 12 and 18.
- Updated Turned Status from Turn Undead to the new rules. Now it's stronger: Undead Turned can't use Actions, Bonus Actions or Reactions, have Disadvatange on all Ability Checks and Attack Rolls, are forced to run away from the source of the Turned Status, are considered speechless (similar to Silenced) and cannot Concentrate (breaks Concentration if they were already concentrating). Now this status is also grouped with Incapacitated and Frightened Status groups which may help it interact with things that affect those specific status groups. Finally, it also inflicts a -2 penalty to Initiatve Rolls, which only comes into play if you were to use Turn Undead to Ambush enemies (this is to emulate the Initative Roll Disadvantage stated on the PHB2024, since you can't have Advantage/Disadvantage on Initiative Rolls in BG3).





Level 5:
- Destroy Undead renamed to Sear Undead and updated to the new rules. Now it has the potential to be stronger: instead of a fixed 4d6 Damage, now the damage dice is bigger and the amount of dice scale with your Wisdom Modifier: rolls one d8 dice times your Wisdom Modifier Bonus.

Level 7:
- NEW: Blessed Strikes feature. Choose between Blessed Strikes: Divine Strike OR Blessed Strikes: Potent Spellcasting.
- Blessed Strikes: Divine Strike functions similar to the old Divine Strike of Clerics (previously unlocked at level 8, +1d8 Radiant Damage to your weapon attacks once-per-turn) but now you can choose at any point between inflicting Radiant or Necrotic Damage (on top it being unlocked one level early and being moved to the base class). This new feature (Blessed Strikes: Divine Strikes) is compatible with Wildshape from Druids if Multiclassing (thank you ShadyDax for the assistance on implementing Wild Shape Compatibility). This is also automatically compatible with any unique Divine Strike added by supported modded subclasses.
- Blessed Strikes: Potent Spellcasting functions the same as the old Potent Spellcasting (add your Wisdom Modifier to the damage of your Cleric Cantrips). If you pick this, you will lose access to Divine Strikes (obviously), including those from coming from subclasses (you will unlock them but they will be unusable). This is intended as the you can only have Divine Strikes or Potent Spellcasting, not both.
- These changes enable any Domain/Subclass to go for the flavor of Cleric they want (melee or caster) since now these choices are on the base class instead of the subclass. Because of this, the old Divine Strike has been removed from all base-game Subclasses.
- Additionally, base Divine Spark Damage and Healing now increases to 2d8.




Level 10 (Since version 3.5):
- Divine Intervention was completely redesigned in PHB2024: Usable Once per Long Rest, Divine Intervention now is a toggleable passive that when enabled infuses you with Divine Power. While infused with this Divine Power (meaning, while the passive is toggled on) you gain access to a new temporary ability called Invoke Divine Intervention. This ability is split into 5 versions of itself (Invoke Divine Intervention: Spell Level 1, 2, 3, 4 and 5), each containing within itself ALL Cleric Spells in the game up to Spell Level 5 giving you access to any Cleric Spell up to level Spell Level 5 without needing to prepare it beforehand (excluding special Domain Spells that are not normally in the Cleric Spell List because of technical limitations).
- You can use cast one spell from this Divine Intervention spell list without expending a spell slot, after which the Divine Power fades until you take a Long Rest.
- Because the old Divine Intervention has been replaced by this, there won't be a way to access Devotee's Mace anymore. For this reason, I've created another small mod that makes it buyable from a vendor in Act 3: Devotee's Mace Vendor mod

Level 12:
- NEW: Improved Blessed Strikes feature. This upgrades the Blessed Strikes feature you selected at level 7.
- Divine Strikes now do +2d8 of additional damage.
- Potent Spellcasting becomes Improved Potent Spellcasting. This feature let's cast for free a new ability called Blessed Vitality each time you damage an enemy with a Cleric Cantrip. Blessed Vitality let's you grant a target Temporary Hit Points equal to twice your Wisdom Modifier.
- Additionally, base Divine Spark Damage and Healing now increases to 3d8.



Level 20:
- Greater Divine Intervention: adds the Wish spell to the list of available spells to use with Divine Intervention. This requires the Advanced Tabletop Spells mod from NexusMods installed to activate (if you don't have this mod you will just miss this feature but everything else will work still).
Subclasses (Domains) Changes:
To answer the obvious question: yes, in PHB2024 they moved the Cleric Subclasses to be unlocked at Level 3 instead of 1. I didn't implement this intentionally because it has the potential to break so many things and ruin so much mod compatibility for so little gameplay impact that it is just not worth it.
Life Domain:
- No changes except for a slightly updated Domain Spells List:
- Level 1: Cure Wounds + Bless (no changes)
- Level 3: Aid + Lesser Restoration (no changes)
- Level 5: Mass Healing Word + Revivify (Mass Healing Word in place of Beacon of Hope)
- Level 7: Guardian of Faith + Death Ward (no changes)
- Level 9: Mass Cure Wounds + Greater Restoration (no changes)
Light Domain:
- New resource: Warding Flare Charges. This resource is used to cast Warding Flare or Warding Flare: Ally. This scales with your Wisdom Modifier and restores on a Long Rest.
- Renamed Improved Warding Flare to Warding Flare: Ally and moved it to Level 3 down from Level 6.
- At level 6: NEW Improved Warding Flare: Warding Flare Charges now restore on Short Rest or Long Rest. Whenever you use Warding Flare to protect yourself or an ally, you can cast for free the new ability Warding Flare: Health Boost. This ability let's you grant an ally Temporary Hit Points equal to 2d6+your Wisdom Modifier. This ability can work on Undead and Constructs too.
- Slightly updated the Domain Spells List:
- Level 1: Burning Hands + Faerie Fire (no changes)
- Level 3: Scorching Ray + See Invisibility (See Invisibility in place of Flaming Sphere)
- Level 5: Daylight + Fireball (no changes)
- Level 7: Guardian of Faith + Wall of Fire (no changes)
- Level 9: Destructive Wave + Flame Strike (no changes)





Trickery Domain:
- Invoke Duplicity has been changed considerably in the PHB2024 and they are quite complicated to implement in Baldur's Gate 3. The closest thing we have to a PHB2024 Implementation of Trickery Domain is from the fellow modder wesslen's mod you can find his mod: UA6 Invoke Duplicity. This mod is 90% PHB2024, with a few minor differences (because it was based on the playtest version instead of the final version). It is compatible with this mod, load it after mine.
- Updated Domain Spells List:
- Level 1: Charm Person + Disguise Self (no changes)
- Level 3: Invisibility + Pass Without Trace (Invisibility in place of Mirror Image)
- Level 5: Hypnotic Pattern + Blink (both take the place of Bestow Curse and Fear)
- Level 7: Confusion + Dimension Door (no changes)
- Level 9: Dominate Person + Seeming (no changes)
War Domain:
- Number of War Priest Bonus Attack Charges now scale with your Wisdom Modifier and restore on a Short Rest on top of a Long Rest.
- War Domain Clerics now can use their Bonus Attack without needing to do a normal attack first, as per the Rules of PHB2024. This takes the form of new abilities granted automatically to all War Domain Clerics (Melee/Ranged/Unarmed Attack) that cost a Bonus Action+War Priest Charge to use.
- This new feature (War Priest Bonus Attack) is compatible with Wildshape from Druids if Multiclassing (thank you ShadyDax for the assistance on implementing Wild Shape Compatibility).
- War God's Blessing at level 6 (boost an ally's attack roll) has been moved down to level 3, and something new takes its place at level 6: War God's Blessing: Divine Casting let's you expend a Channel Divinity charge to cast a unique version of Shield of Faith or Spiritual Weapon that doesn't cost a spell slot, doesn't require Concentration and can be used at the same as the regular versions of the spell (for example, you can have 2 Spiritual Weapons out at the same time by casting the regular spell and then casting this unique version).
- Avatar of Battle (level 17 unlock, requires level 20 mods to reach) has been buffed to it gives Resistance to ALL Piercing, Slashing and Bludgeoning Damage, magical and non-magical.
- Updated Domain Spells List:
- Level 1: Guiding Bolt + Shield of Faith (Guiding Bolt in place of Divine Favour)
- Level 3: Magic Weapon + Spiritual Weapon (no changes)
- Level 5: Spirit Guardians + Crusader's Mantle (no changes)
- Level 7: Fire Shield + Freedom of Movement (Fire Shield in place of Stoneskin)
- Level 9: Flame Strike + Hold Monster (no changes)








Knowledge Domain (since version 2.0):
- At level 3, Knowledge of the Ages has been replaced with the new feature Mind Magic. Mind Magic allows you to expend one charge of your Channel Divinity to make your next cast of Knowledge Domain Cleric spell not expend a spell slot.
- At level 6, Read Thoughts has been reworked. As the original PHB2024 feature cannot be implemented in the game, the following changes have been made to Read Thoughts in the spirit of the original feature: now Read Thoughts grants both Detect Thoughts and Speak with Animals statuses at no cost, but requires Concentration to mantain and can only be used Once-Per-Short-Rest.
- At level 17 (requires level 20 mods to reach), the new feature Divine Foreknowledge has been added. Divine Foreknowledge grants you Advantage on ALL d20 checks/rolls your own character makes. It's similar to the famous Foresight spell.
- Updated Spell List WITHOUT 5e Spells Patch:
- Level 1: Command + Charm Person
- Level 3: Detect Thoughts + Calm Emotions
- Level 5: Counterspell + Speak With Dead
- Level 7: Confusion + Banishment
- Level 9: Dispel Evil and Good + Dominate Person
- Updated Domain Spell List WITH 5e Spells Patch (HIGHLY RECOMMENDED):
- Level 1: Command + Detect Magic + Charm Person
- Level 3: Detect Thoughts + Mind Spike + Borrowed Knowledge
- Level 5: Counterspell + Speak With Dead + Nondetection
- Level 7: Confusion + Banishment + Arcane Eye
- Level 9: Synaptic Static + Skill Empowerment + Commune with Nature




Tempest and Nature Domains:
- These Domains are not included in the PHB2024. Thus they are left unmodified, EXCEPT for removing their Heavy Armour/Martial Weapons Proficiencies because now Cleric's extra Proficiencies depend upon the new Divine Order chosen at level 1. Note: if you pick Blessed Strikes: Potent Spellcasting then you will lose access to the Divine Strike of your subclass (you will unlock it at level 8 but it will be unusable), this is intended of course as you are supposed to only have Divine Strikes or Potent Spellcasting, not both.
Compatibility and Load Order
If you are playing with the Level 20 mod ''Expansion'', YOU NEED TO DISABLE THE OPTIONAL FEATURES FOR CLERIC (done via its MCM menu options).
Having done that, this mod is compatible with the level 20 mods Expansion and UnlockLevelCurve. Load this mod AFTER those and 5e Spells, and after ALL other cleric and cleric subclasses mods. Optional Files have to be loaded AFTER the main mod too.
Optional Files that are specific compatibility patches for Cleric-related mods (like Cleric Subclass mods), some of them require Compatibility Framework. This mod itself doesn't require it, only those optional patches do so you only need it if you use them.
An optional recommendation: if you don't have any mod that already does it, you should get my mods Warden of Vitality for Clerics and Improved Warden of Vitality so you can use that spell on Clerics too as per PHB2024.
If you want the Harness Divine Power optional feature for Clerics, you can get it from Lumaterian's Harness Divine Power - DND 5E TCE. The only other option is to get it from Expansion mod's optional Cleric features but, as I said above, you need to disable those to use this mod which leaves Lumaterian's as the only option. Finally, if you use Expansion mod (for its other features), this mod AND Lumaterian's Harness Divine Power mod, you need to use the Compatibility Patch under Optional Files that's for Lumaterian's Harness Divine Power+Expansion mod (load it after my main mod like all other Compatibility patches).
I also highly recommend UA8 Healing Buffs mod for better balance of healing spells.
Finally, if are one of those power users that use Combat Extender configurations to add Passives (among other things) to enemies, it's common for players to add Potent Spellcasting to enemy Clerics. This mod deletes the old Potent Spellcasting and replaces it with my own, it's exact ID is: CPHB_PotentSpellcasting . So if you are one of those players (like me), then make sure in your Combat Extender configuration you give Clerics that new passive instead of the old one. For example (notice the old Potent Spellcasting it's also there, don't worry, you can leave it there because it doesn't do anything with this mod installed and it'll be invisble anyway):
"ExtraPassives": [
"PotentSpellcasting",
"CPHB_PotentSpellcasting",
"WarCaster_OpportunitySpell",
"WarCaster_Bonuses"
]
Some of my other mods
Paladin and Oaths DnD 5R PHB2024: Implements all new features and changes from DnD 5R PHB2024 for the Paladin class and all its subclasses (Oaths). Compatible with level 20 mods. Made with care for mod compatibility with the official modding toolkit for Patch 8.
Visual Paladin Auras: Adds a magic ring of light to each Paladin Aura to visualize its range and to look cool. Each Aura has a different color, they can all be STACKED and you can TOGGLE the visibility of each Aura independently. Supports: Aura of Protection, of Warding, of Devotion, of Hate, of Courage, of Conquest, of Clarity and of Holy Aegis.
Smart Containers: Adds 6 new backpacks/containers that, similar to the Camp Supplies Sack, automatically add items of the correspondent type. Scrolls,
Potions/Elixirs, Poisons/Coatings, Arrows, Grenades/Explosives and Books are supported.
College of Dance - Bard Subclass PHB2024: Brings the College of Dance Bard Subclass introduced in the new DnD Player's Handbook 2024. The College of Dance practice a way of being in harmony with the whirling movements of the cosmos that flow through all creation, emphasizing agility, speed and grace. This mod is also compatible with Level 20 mods!
Better Poison Equipment: Enhance your Poison builds! New Armor and Staff with new spells, new passives and feat, and rework of existing Poison-themed equipment. Great for Necromancer playthroughs!
Dragonborn Breath Weapon Enhanced: This mod reworks the Breath Weapon of Dragonborn inspired by Fizban's Treasury of Dragons book and some additional adjustments of my own. New abilities, charge-based system, create elemental surfaces and apply status, comaptibility with Extra attack and more!
Eldritch Knight Plus! - New Passives, Rebalancing and MORE!: my big mod of changes to Eldritch Knight to make it a more balanced, fun and specially viable class in the context of Baldur's Gate 3's game-balance. A lot of changes, chief among them a rebalanced spell progression and new passives. Compatible with this mod and Argelia's OneDnD Fighter 2024 mod.
OneDnD - Eldritch Knight - War Magic and Improved War Magic: my OneDnD War Magic and Improved War Magic mod. Built on top of Argelia's OneDnD Fighter mod (that implements War Magic of OneDnD), this mod applies many bugfixes and upgrades to Argelia's War Magic implementation and additionally adds a new implementation to also include Improved War Magic (learned at lvl 12 of Eldritch Knight).
Closing words
If you enjoyed the mod, I would love for you Endorse it and Vote for it to be Mod of the Month. And if you would like to buy me a coffee/tip me as thanks for my mod creation (click image) I would highly appreciate it:
