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Loxodon Cleric 5e D&D Guide

Loxodon Cleric 5e D&D Guide

Loxodon Clerics are the very embodiment of divine devotion and spiritual enlightenment. They draw their power from the gods themselves, channeling their blessings through prayer and sacred rituals.

These mystical beings possess a connection to the earth itself, a deep-rooted bond with nature that empowers their abilities.

Loxodon Clerics are not just healers and warriors; they are wise sages and sage advisors. Their keen intellect allows them to navigate the treacherous waters of morality, offering guidance and counsel to those in need.

Creating a Loxodon Cleric


Loxodons are elephant-folk native to Ravnica. These gentle giants are stubborn, loyal, and powerful when provoked.

As they hail from a place where internal struggles and guild turf wars are common, the elephant-folk aren’t very trusting of outsiders.

Their world is their pride. Even though it’s ravaged by turmoil, it was all constructed by the Loxodons, making them homeworld-focused (they’re probably prone to homesickness).

SkinTough, rubbery skin the color of regular elephants with small, coarse hairs
Head (Trunk and Tusks)Exactly like an elephant

– Wide, leathery ears

– Long opposable trunk

– Long elephantine tusks in many shapes

EyesTheir eye colors range from dark brown and light brown to gray and honey
MouthLarge, strong mouths with jagged teeth (no bonuses in combat)
HandsOnly four “fingers”
FeetFlat-bottomed elephant feet
TailShort, cosmetic tail similar to an elephant’s tail

Note: These features can be slightly changed or modified if some variations don’t fit your character.

Loxodon Subraces

Loxodons don’t have any subraces that we know of, but that’s probably because they’re very rare in most worlds besides their own. 

This is probably due to the immense pride they have for their own world and reluctance to leave it or have relations with other races.

Cleric Class Features

Hit Points

Hit Dice1d8 per Cleric level
HP at level 18 + Constitution modifier
HP at Higher levels1d8 (or 5) + Constitution modifier per Cleric level after level 1


ArmorLight armor, Medium armor, Shields
WeaponsAll simple weapons
Saving ThrowsWisdom, Charisma
SkillsChoose two – History, Insight, Medicine, Persuasion, and Religion

Cleric Divine Domains

When you start the game (level 1), you choose between 14 Divine Domains, which are shaped by your chosen Deity, granting you gifts, domain spells, and other features.

Your Divine Domain also provides additional uses for your Channel Divinity.

Arcana – Clerics under the Arcana Domain are exposed to the secrets and potential of magic that their gods understand deeply.

The gods of this domain are closely associated with knowledge. Within the realms, deities like Azuth and Mystra are included, while in other worlds, figures like Vecna and the Lunitari are associated with this domain.

Death – Clerics under the Death Domain learn about the forces that initiate death as well as the negative energy that allows undead creatures to rise.

Deities such as  Chemosh and Myrkul, as well as other gods like Bhaal or Hades, all embody the Death Domain.

Forge – Clerics under the Forge Domain are taught that with hard work and patience, even the hardest metals can be transformed into beautiful objects.

These Clerics often search for lost forces of darkness, uncover wondrous materials, and liberate mines overrun by ferocious orcs.

Deities of this domain include Gond, Reorx, and Moradin.

Grave – Clerics under the Grave Domain seek to destroy undead wherever they are found, ease the suffering of poor innocent creatures, and put restless spirits to rest.

These Clerics can ever save a creature from death or extend a creature’s lifespan beyond its mortal limits, though most don’t dare use such magic.

Knowledge – Clerics under the Knowledge Domain collect old tomes, delve into secret places, study esoteric lore, and learn all that they can.

Life – Clerics under the Life Domain focus on positive energy, learning spells to heal the sick and wounded, driving off the forces of undeath and death, as well as caring for those in need.

Light – Clerics under the Light Domain are seen as enlightened souls filled with the radiance and the strength of their god, destined to burn away the darkness and chase away lies.

Nature – Clerics in the Nature Domain are seen as champions who advance the interests of particular nature gods. These Clerics have a duty to bless harvests, wither the crops of those who anger the gods or fell evil monsters who despoil the forest.

Gods of nature include Silvanus, Chislev, and Balinor. There are many Druids who also serve these gods and work with Clerics to complete similar tasks.

Order – Clerics of the Order Domain understand justice and logic, serving their gods as examples of their discipline and devotion.

Peace – Clerics under the Peace Domain must oversee the signing of treaties and are often asked to settle disputes. They believe peace thrives at the heart of a healthy community and perform blessings to draw people together.

Tempest – Clerics of the Tempest Domain are sent by their deities to create fear among the common folk, doing this to keep them on the path of righteousness and also encouraging sacrifices to ward off divine wrath.

Trickery – Clerics following the Trickery Domain are seen as a disruptive force in the world – freeing captives, stealing from the rich, flouting hollow traditions, puncturing pride, and mocking tyrants, preferring subterfuge or deception to go about these deeds.

Twilight – Clerics under the Twilight Domain bring comfort to those who seek rest, protecting them by venturing into the infringing darkness to ensure that the dark is a comfort – not a terror.

War – Clerics following the War Domain excel in battle, inspiring their comrades to fight or using acts of violence to increase their morale and lust for battle.

Combining Cleric With Loxodon

Determining Your Cleric Subclass

Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.

Arcana DomainStriker/Support/Utility Caster
Death DomainHealer/Striker/Support
Forge DomainController/Support
Grave DomainHealer/Support
Knowledge DomainController/Librarian/Support/Utility Caster
Life DomainHealer/Support
Light DomainBlaster/Controller/Support/Utility Caster
Nature DomainBlaster/Controller/Support
Order DomainHealer/Support/Utility Caster
Peace DomainDefender/Healer/Support
Tempest DomainBlaster/Controller/Support
Trickery DomainController/Scout/Support/Utility Caster
Twilight DomainController/Healer/Support
War DomainBlaster/Defender/Striker/Support

Optimal Loxodon Subrace

Loxodons have no subrace, meaning you won’t have to choose between subraces.

You start with bonuses to Constitution (2) and Wisdom (1), which fits well with a Cleric, as Constitution means more HP, and Wisdom is used for their spellcasting modifier.

Loxodons also have other features like Natural Armour and Loxodon Serenity which is great for a Cleric to have.

Your Loxodon Cleric Background

Your Loxodon Cleric needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.

Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?

Place of Birth

Think of the environment a Loxodon Cleric grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.

Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.

Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.

Characteristics and Personality Traits

Loxodon Clerics are gentle giants who protect the common people, support their god, and profess their faith for all to hear.

Loxodon Cleric Examples:

  • I’m experienced in helping out those who aren’t as smart as I am, and I always patiently explain anything and everything to others.
  • I see omens in every action and event. If the gods try to speak to us, we just need to listen.

Ideals, Bonds, and Flaws

Ideal – Express one ideal that is a driving force in a Loxodon Cleric’s life – their conviction, ethical principle, and moral standing (probably something about nature).

All people deserve to be handled with dignity and respect.

Bonds – Think of a single bond that your Loxodon Cleric has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.

I would die to recover an ancient artifact dear to my faith that was lost long ago.

Flaws – Choose a single flaw for a Loxodon Cleric – their unhealthy compulsion, greatest fear/weakness, or most vile vice.

At times my piety leads me to blindly trust those who profess faith in my god.


Inspiration is used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.

I must step in when I see someone being treated poorly, even if it means heading into a dangerous situation.

Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.

Supplies and Gear For Loxodon Cleric

Clerics start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.

  • (a) Mace or (b) Warhammer (if proficient)
  • (a) Scale mail, (b) Leather armor, or (c) Chain mail (if proficient)
  • (a) One light crossbow with 20 bolts or (b) Any simple weapon
  • (a) Priest’s pack or (b) Any simple weapon
  • A holy symbol and a shield

You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.

Note: By using your starting wealth, you can buy your own equipment (5d4 x 10 GP for Clerics).

Final Thoughts

Loxodons are very gentle creatures, holding great pride in their creations and seeing their people with high regard. However, Loxodon Clerics strive to devoutly worship their gods.

In parties, they’ll often become Controllers, Defenders, or Supports, using their divine gifts to protect their friends.

If you need a friendly face who can provide wise guidance, be sure to recruit a Loxodon Cleric to your party.

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