Peace Domain

## **Peace Domain**

Violence and suffering have many gods and even more
worshippers, but those who dedicate themselves to the
noble gods of peace find serenity and joy in their service.
Clerics of these gods seek to end wars and conflicts, reform
criminals, and halt the work of foul fiends and the living
dead who disturb the peace of the world by their very nature.

**Peace Domain Spells**
Cleric level Spells
1st animal friendship, sanctuary
3rd calm emotions, hold person
5th beacon of hope, create food and water
7th aura of life, Otiluke's resilient sphere
9th commune, wall of force

**Pursuit of Peace**
At 1st level, you learn to speak the tenets of your faith to
incredible effect. You gain proficiency in the Persuasion and
Religion skills. Whenever you successfully charm or
persuade a hostile creature to perform a peaceful action, you
gain temporary hit points equal to your Wisdom modifier.

**Vow of Pacifism**
Also at 1st level, you take an oath to avoid violence against
other creatures. Whenever you finish a long rest, you gain the
following benefits.
Your AC increases by your Wisdom modifier, and attacks
against you are made with disadvantage.
You have advantage on all saving throws.
You are immune to the frightened condition.
Whenever you inflict damage on a creature or perform an
action that inflicts a condition other than charmed or
frightened on a hostile target, you lose these benefits. The
benefits and drawbacks of this vow do not apply to nonsentient
plants, constructs, or mindless beings such as
zombies or oozes.

 **Channel Divinity: Perfect Shelter**
At 2nd level, your deity can intervene through you. As an
action, you can use your Channel Divinity feature to evoke a
wave of preserving energy. Creatures other than you within a
10-foot radius around you gain immunity to damage until the
end of your next turn. You can use your action each round to
maintain this effect without expending additional uses of your
Channel Divinity. Creatures that attack or otherwise violate
the conditions of your vow are immediately no longer subject
to this immunity for the duration of the current use.

 **Protect the Innocent**
At 6th level, your god gives you the ability to end the terrible
violence around you. Your Destroy Undead feature no longer
affects your vow, and your Turn Undead and Destroy Undead
features also affect fiends and other creatures that are
universally evil in alignment and tied to one of the Lower
Planes.
Whenever you witness a hostile action, you can use your
reaction to intervene. The creature performing the action
must make a Charisma saving throw against your cleric spell
save DC. If they fail, they are paralyzed until the end of their
current turn, and forfeit their action and movement. Using
this reaction does not break your vow.
You can use this reaction three times, and these uses
recover whenever you finish a short or long rest.

**Potent Spellcasting**
Starting at 8th level, you can add your Wisdom modifier to
the damage you deal with any cleric cantrip.

**The Truth**
At 17th level, your god's will for the enforcement of peace is
absolute. While your vow is in effect, any creature that deals
damage to you must make a Charisma saving throw against
your cleric spell save DC or be stunned until the start of your
next turn. This does not break your vow.
Whenever you use Protect the Innocent, the creature
performing the hostile action cannot take another hostile
action during their current turn, even when they succeed
their saving throw.
Your vow is no longer broken whenever you inflict damage
or hostile conditions on undead, fiends, or other creatures of
the Lower Planes.
Finally, you learn the spell mass suggestion, it does not
count against your spells known, and it counts as a cleric
spell for you.