
Acolyte Subclasses

Corruption Acolytes thrive on malevolent energy, inflicting debilitating curses and siphoning vitality from foes. If you seek a character that perverts sacred magic with malevolent intent, the Corruption Acolyte is your ideal choice.
You gain proficiency in the Intimidation skill, reflecting your unnerving presence and dark outlook.
Additionally, as an action, make a melee spell attack against a creature. On a hit, the target takes 1d6 + your Charisma modifier necrotic damage and must succeed on a Constitution saving throw or be poisoned until the start of your next turn. The damage die increases at 5th, 11th, and 17th levels.
Whenever a creature takes necrotic damage from you, it suffers a –2 penalty on its attack rolls and saving throws until the end of your next turn. This effect does not stack if the creature is hit multiple times in the same round.
Whenever you deal necrotic damage to a creature, you gain temporary hit points equal to your proficiency bonus.
Enemy creatures that start their turn within 10 feet of you take Necrotic damage equal to your Acolyte level.
You ignore immunity and resistance to Necrotic damage.
Your presence distorts the minds of those touched by your necrotic power. When you deal necrotic damage to a creature on your turn, it must succeed on a Charisma saving throw against your spell save DC or be charmed by you until the end of your turn.
While charmed, you can use your bonus action to command the creature to move up to its speed and make one weapon attack against a target within its reach. This attack uses the creature's own attack and damage modifiers.
You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses after a long rest.

You learn the Light and Fire Bolt cantrips. These count as Acolyte cantrips for you but do not count against your number of cantrips known.
When you cast Light, the object glows with an aura of bright light visible up to 30 feet even in magical darkness. When you cast Fire Bolt, it deals radiant damage instead of fire damage (your choice when cast).
When you fail a saving throw or miss with an attack roll, you can choose to add your Charisma modifier to the roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
You learn the Fireball spell, which counts as an Acolyte spell for you and does not count against your spells known.
Your connection to the Celestial grants you resistance to radiant damage. In addition, when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one damage roll of that spell against one target.
When you would be required to make a death saving throw at the start of your turn, you can instead rise in a flash of divine radiance. You regain hit points equal to half your hit point maximum and may immediately stand up without expending movement.
Each creature of your choice within 30 feet must succeed on a Constitution saving throw against your spell save DC or take radiant damage equal to 2d8 + your Charisma modifier and be blinded until the start of their next turn.
Once you use this feature, you can’t do so again until you finish a long rest.
You can cast the Light cantrip with a range of 60 feet, instead of its normal range of touch.
When an allied creature starts its turn within the bright light created by this spell, it is immune to the charmed and frightened conditions while it remains in the light, and it can gain temporary hit points equal to 1d6 + your Acolyte level.

Guided by compassion and resolve, Life Acolytes wield celestial magic to bring allies back from the brink, cleanse the mind of fear, and empower others to keep fighting. In their presence, pain fades, ailments vanish, and even death can be defied.
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s equal to 1 + your Acolyte level.
As a bonus action, you can heal one creature within 60 feet by spending dice from this pool (up to your Charisma modifier, minimum one). Roll the dice you spend and restore hit points equal to the total. Your pool regains all expended dice when you finish a long rest.
Your healing spells become more effective. Whenever you cast a spell of 1st level or higher that restores hit points to a creature, that creature regains additional hit points equal to 2 + the level at which the spell was cast.
As an action, you raise your holy symbol and create a radiant sphere centered on you with a 30-foot radius. The sphere glows with warm, comforting light and persists for 1 minute, or until you are incapacitated or die.
Within the sphere, whenever a creature (including you) ends its turn, you can grant that creature one of the following blessings:
- Gain temporary hit points equal to 1d6 plus your Acolyte level.
- End one effect causing the creature to be charmed or frightened.
You can use this feature a number of times per long rest equal to your proficiency bonus.
Once per long rest, when you cast Revivify on an ally, you do not expend a spell slot and may also cleanse one of the following conditions from that creature: poisoned, paralyzed, or blinded.
When you would normally roll dice to restore hit points with a spell, you instead use the maximum number possible for each die. For example, instead of rolling 2d6 for healing, you restore 12 hit points.
Your connection to divine life energy is unbreakable. While you are conscious, allied creatures within 30 feet of you gain the following benefits:
- Enhanced Healing: When a creature regains hit points from one of your spells or class features, it gains an inspiration die.
- Stabilizing Aura: Unconscious allied creatures within 30 feet of you that succeed on a saving throw recover 1 hit point.
- Purity of Spirit: When an allied creature within range takes the dodge action, they are healed for 1d6 + your Charisma modifier.

You gain proficiency in History skill checks.
You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target all creatures within range and within 5 feet of the target.
When you hit a creature with a melee attack, or a necromancy attack roll cantrip, you can use your bonus action to deal extra necrotic damage to the target. The damage equals 5 + twice your Acolyte level.
You can use this feature a number of times per long rest equal to your proficiency bonus.
You gain magical and non-magical darkvision out to 120 feet.
In addition, when you roll an Arcana, Religion, History, Insight, Perception, or Survival skill check, you can roll an additional 1d6 and add it to the result.
Once per long rest, When a creature within 60 feet of you is dropped to 0 hit points you can use your reaction to set their hit points to 1 instead. In addition, all conditions are removed from the creature, and they gain a bonus to all saving throws and their armor class equal to your Charisma modifier until the start of your next turn.
You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated.
Once you use it, you can't do so again until the start of your next turn.
You embody the divine authority of death, ushering souls to their end or calling them back when fate allows. While you are conscious, you gain the following benefits:
- Reaping Aura: When a creature you can see within 30 feet of you dies, you can immediately choose a number of creatures up to your Charisma modifier within the same range. Each chosen creature regains hit points equal to 1d6 + your Acolyte level.
- Truesight: You gain truesight out to 120 feet. You can see through normal and magical darkness, discern illusions, perceive the true form of shapechangers, and see into the Ethereal Plane.
- Soul Recall: When an allied creature you can see within 120 feet is reduced to 0 hit points, you can use your reaction to keep them standing at 1 hit point instead. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.

Walking a shadowed path between faith and the eldritch unknown, you channel forbidden knowledge and dark secrets to manipulate fate and harness powers beyond conventional Acolytes.
You gain proficiency in Insight and Persuasion.
In addition, you always have the Eldritch Blast cantrip prepared. When you cast Eldritch Blast you can target a number of creatures within range equal to your Proficiency Bonus.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. When you teleport this way, you gain resistance to all damage until the start of your next turn. During that time, you appear ghostly and translucent.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You are immune to the Charmed condition.
Additionally, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Your hex grows more powerful. If a creature that is charmed, feared, frightened, or cursed hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you.
Your pact is sealed in full, twisting the weave of fate around your will. While you are conscious, you gain the following benefits:
- Eldritch Shroud: While you are in dim light or darkness, you have resistance to all damage.
- Fateful Precision: When you cast a spell from the Support spell list that targets only one creature, you can force that creature to make its saving throw with disadvantage, or you gain advantage on the attack roll.
- Whispers Beyond: Once per long rest, you can cast a 6th-level spell from the Support spell list without expending a spell slot. This spell does not count against your spells prepared.

You kindle an ember of kinship among those at peace with one another. As an action, you choose a number of willing creatures within 30 feet equal to your proficiency bonus (including yourself). You create a magical hearth bond between them that lasts 10 minutes or until you use this feature again.
While any bonded creature is within 30 feet of another, they may roll a d4 and add the result to one attack roll, ability check, or saving throw they make. Each creature can use this bonus once per turn.
You can kindle this bond a number of times equal to your proficiency bonus, regaining all uses after a long rest.
The warmth of your hearth extends in motion. As an action, you can move up to your speed without provoking opportunity attacks. Each time you come within 5 feet of a creature during this movement, you restore 2d6 + your Charisma modifier hit points (minimum 1) to that creature. Each creature can benefit from this healing only once per use of this feature.
You can use Ember’s Gentle Touch once per long rest.
Home is where the hearth’s glow protects. During a short or long rest, you may call upon the shadowy blessing of the Gloaming Court to guard your refuge. At the start of the rest, you touch a point in space and create an invisible sphere of magic with a 30-foot radius centered there. Solid cover blocks the sphere.
While within this Sanctuary of Hearthlight, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and flames from open fires inside the sphere cast no light beyond it.
The sanctuary fades at the end of the rest or if you leave the sphere.
The sacred flame grants you the ability to weave through hidden paths of fey magic. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you may use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses after a long rest.
The hearth’s bond shields those it touches. When a creature affected by your Kindling of Kinship is about to take damage, another bonded creature within 30 feet can use its reaction to teleport to an unoccupied space within 5 feet of the first creature, taking all the damage instead.
The reach of your hearth bond widens. The benefits of your Kindling of Kinship and Guardian Ember features now apply when bonded creatures are within 60 feet of one another.
Additionally, when a creature uses Guardian Ember to take damage for another, it gains resistance to that damage.