Greater god
ARMOR CLASS:
MOVE: "
HIT POINTS:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGICAL RESISTANCE:
SIZE:
ALIGNMENT:
WORSHIPER'S ALIGN:
SYMBOL:
PLANE:
CLERIC/DRUID:
FIGHTER:
MAGIC-USER/ILLUSIONIST:
THIEF/ASSASSIN:
MONK/BARD:
Str   Dex   Con   Int   Wis   Chr
















Domains
Knowledge
2 Languages @ 1st level
Pick 2 skills from Arcana, History, Nature, or Religion
Proficiency bonus is X2 for checks using those skills.
@ 2nd level Channel Divinity choose a skill to be proficient in for 10 min.
@6th level Channel Divinity to read thoughts & command it.
@8th Level add Wis. Mod. to cantrip spell damage
@17th see Visions of the Past that shows recent events
@17th Object Reading reveals info when an item is held
@17th Area Reading shows visions of the past in an area
Domain Spells
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
Life
Bonus proficiency of Heavy Armor
Disciple of life - add 2+spell level to heal spells
@2nd Preserve Life heal 5Xclerics level to any in 30'
@4th Blessed Healer 2+Caster level healing to caster when healing others
@6th Divine Strike Do extra 1d8 Dam to all hits
@14th Imp. Divine Strike do extra 2d8 dam to all hits
17th always to max healing
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon o f hope, revivify
7th death ward, guardian o f faith
9th mass cure wounds, raise dead
Light
Light Cantrip
Warding Flare - Disadvantage first attack against you
@2nd - Channel Divinity - Dispel darkness and do 2d10+Level damage
@ 6th-Improved Flare-As above for another player
@8th Potent SpellCasting Add Wis. Mod to cantrip damage
@17th Corona of light 60' radient sunlight
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying
Nature
Choose any druid cantrip
Pick a skill: Animal Handling, Nature, or Survival
Proficient with heavy armor
@2nd Charm Plants and animals
@6th Use reaction to grant resistance to acid, cold, fire, lightning, sound
@8th +1d8 of cold fire or lightning damage
@17th Command Plants and Animals
1st animal friendship, speak with animals
3rd barkskin, spike growth
5th plant growth, wind wall
7th dominate beast, grasping vine
9th insect plague, tree stride
Tempest
Proficent with martial weapons and heavy armor
Thunder rebuke-when hit react force ST VS Dex or take 2d8 damage
@2nd do max damage for thunder&Lightning spells
@6th push opponents 10' away with lightning spells
@8th 1d8 additional thunder damage on a weapon hit
@17th fly @ walking speed all the time
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague
Trickery
Touched person get advantage on dex checks for 1 hr
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorph
9th dominate person, modify memory
War

1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster
At 1st level, you gain proficiency with martial weapons and heavy armor.
WAR PRIEST From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.