Cleric Domains (5e)

## ADDITIONAL CLERIC OPTIONS

This section offers additional features you can gain as a cleric when you reach certain levels in this class, including additional options for your Channel Divinity feature.

### Holy Healing (Optional)

*2nd-level cleric feature*

You can expend a use of your Channel Divinity to bless others with healing energy. As a bonus action, you touch your holy symbol, utter a prayer, and choose a number of creatures you can see within 60 feet of you up to your proficiency bonus. The chosen creatures regain 1d4 hit points. This feature's healing increases when you reach certain levels in this class: to 2d4 at 6th level and to 4d4 at 18th level.

### Turn the Extraplanar (Optional)

*2nd-level cleric feature, which replaces the Turn Undead feature*

You're able expel the influence of unwanted invaders. As an action, you can expend a use of your Channel Divinity, present your holy symbol, and speak a prayer, choosing a Creature Type: Aberration, Celestial, Fiend, or Undead. Each creature of the chosen type that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A creature that has Legendary Actions is immune to this effect.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

### Abjure the Extraplanar (Optional)

*5th-level cleric feature, which replaces the Destroy Undead feature and works with the Turn the Extraplanar feature*

When a creature of the chosen Creature Type fails its saving throw against your Turn the Extraplanar feature, it is instantly banished if its challenge rating is at or below a certain threshold, as shown in the Abjure Enemy table.

##### Abjure Enemy

 8th
 11th
 14th
 17th

## ABYSSAL DOMAIN

It is a common misconception that the members of demon-worshiping cults are all mindless slaves, crazed hedonists, or violent murderers. The truth is that many of them are perfectly sane, with dreams of enslaving demons for themselves, rather than the other way around. A select few are even strong enough to do so, rising through the ranks of their cult to become powerful priests and summoners, capable of calling upon armies of fiends and mortals alike to do their bidding.

### Blood Sacrifice

When you choose this domain at 1st level, you can use dark magic to siphon power from dying creatures. Whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier. Furthermore, whenever you reduce a willing creature to 0 hit points, you gain temporary hit points equal to your cleric level plus twice your Wisdom modifier and have advantage on the first attack roll you make in the next minute. Creatures that you have summoned or dominated are always considered to be willing for the purposes of this ability.

### Ruthless

Also at 1st level, the experience you have gained dealing with cunning fiends and treacherous cultists equips you well for future conflicts. Whenever you make a contested ability check against a creature, you can add twice your proficiency bonus to the roll.

### Channel Divinity: Dust to Dust

Starting at 2nd level, you can use your Channel Divinity to augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.

    When you cast a spell that deals damage to one or more creatures, you can use your Channel Divinity to add your Wisdom modifier to the damage. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.

### Channel Divinity: Binding of the Deep

At 6th level, you can use your Channel Divinity to chain demons to your will.

     When you cast a spell that summons demons, you present your holy symbol and use your Channel Divinity to bind them. Any demons bound in this way cannot break free from your control, and are never hostile towards you or your allies. The binding ends when you die.

### Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Demonic Ascendancy

When you reach 17th level, you infuse your soul with demonic energy, gaining immense power. You have resistance to cold, fire and lightning damage, and gain telepathy with a range of 120 feet.

## DARKNESS DOMAIN

The darkness is usually seen by most as something to avoid, a formless entity that contains an unknowable amount of dangers. However, the darkness can also be a respite. Its emptiness protects those that must hide from hostile forces; its silence a tranquil reminder of the completion of a hard day’s work.

Clerics of this domain understand the two sides of darkness, and use its powers accordingly to protect those under its void or to unleash the horrors it can bring.

### Domain Spells

*1st-level Darkness Domain feature*

You gain domain spells at the cleric levels listed in the Darkness Domain Spells table. See the Divine Domain class feature for how domain spells work.

### Night Veil

*1st-level Darkness Domain feature*

You can drape the surrounding darkness around you. You gain proficiency in the Stealth skill.

In addition, while you’re in dim light or darkness, you can use an action to turn invisible while you’re in that area of dim light or darkness (as if you were concentrating on a spell). Once you use this action, you can't use it again until you finish a long rest.

### Divine Night

*1st-level Darkness Domain feature*

The powers of your deity allow you to navigate through the empty night. You gain darkvision out to a range of 120 feet.

In addition, when you reach 3rd level in this class, you learn the *darkness* spell, which counts as a cleric spell for you, but doesn’t count against the number of spells you can prepare each day. You can cast this spell using spell slots, as normal, or by expending one use of your Channel Divinity. If you cast it using Channel Divinity, you can see through the darkness created by the spell.

### Channel Divinity: Black Blot

*2nd-level Darkness Domain feature*

You can use your Channel Divinity to alter one's physical appearance so that they absorb all light. As an action, you can choose a willing creature within 30 feet of you. The creature’s physical form, as well as everything it is wearing and carrying, becomes completely covered in darkness. The creature’s outline can still be observed, although the darkness gives no indication as to what type of creature it can be outside of a basic shape. When the creature speaks, its voice comes out soft and muffled to anyone listening to it.

When you use this feature, you and a number of creatures of your choice up to your Wisdom modifier (minimum of one extra creature) can see and hear the target properly. A creature that can see in magical darkness or that has truesight can observe the darkened creature normally. This effect lasts for 1 hour or until you or the target dismiss it as an action.

### Frozen Dread

*6th-level Darkness Domain feature*

You are able to prey on a creature’s primal fear of the unknown. As an action, you can choose a creature you can see within 30 feet of you that is frightened of you. You can choose to inflict one of the following effects on it.

* Attack rolls against the creature have advantage.
* The creature’s speed becomes 0.

A creature can only have one additional effect from this feature at a time. The chosen effect ends early if the creature is no longer frightened of you.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Potent Spellcasting

*8th-level Darkness Domain feature*

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Void Being

*17th-level Darkness Domain feature*

You become one with the absence of light. You gain immunity to radiant damage. You can also see in magical darkness out to a range of 120 feet. Additionally, when a creature in dim light or darkness makes a saving throw against your spells, it does so with disadvantage.

## DESTRUCTION DOMAIN

Some gods revel only in the crushing of walls and the burning of cities. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth. Clerics who follow such deities often have a deep personal connection with their chosen god. In some cases, they were spared from destruction in order to wreak it upon others; in others, they have pleaded with the god for priesthood to destroy a single foe; others still simply worship their god out of reverent fear.

### Devastation Initiate

When you choose this domain at 1st level, you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric spells for you and do not count against the number of cantrips you can learn.

### Channel Divinity: Calamity

Starting at 2nd level, you can funnel the entropic energies of the universe into your spells as a bonus action. For the next minute, whenever you deal damage with a cleric spell, it is empowered with ruinous potential. If you roll the highest number possible on any of the spell’s damage dice, you can roll that die again and add its damage to the total, rolling again if this number is also the highest, and so on. You can roll a total number of damage dice for this spell equal to twice the number of damage dice you initially rolled.

### Shockwave

By 6th level, your devastating magic leaves only ruins behind. Once on each of your turns, when cast a 1st level or higher cleric spell that deals fire, force, lightning, radiant, or thunder damage, you can emit a shockwave that crumbles the environment around one creature that takes damage from the spell. The shockwave is a 5-foot radius sphere centered on the creature that only damages objects that aren’t being worn or carried. Each object in the area takes damage equal to twice the damage dealt to the creature, ignoring the object’s damage threshold.

### Potent Spellcasting

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

### Havoc Spell

Starting at 17th level, when you deal damage to a creature with a cleric spell, you can expend a spell slot as a bonus action to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

## DREAM DOMAIN

Understanding your dreams is to peek into a wider reality, occupied by spaces and beings scarcely imaginable to the waking mind. Clerics of Dreams venerate nameless, ancient gods that slumber unseen, whose very dreams send ripples throughout the multiverse. They feel the presence of these beings in their own dreams, and are unshakable in their conviction that they will one day awaken. You understand that there is precious little difference between the visions we have when asleep and the wishes that consume us while awake, for the world that we live in is but a dream that we share. Ultimately, the power of one's dreams can supplant reality, for the two are not so different.

### Dreamtelling

At 1st level, you can interpret the symbolism of a dream to learn what sort of fears, concerns, or prophecy inspired it. If a dream originates due to fear or stress on the part of the dreamer, you can gain insight into its reasoning, its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates.) If the dream is divine in origin, the dreamtelling acts as a *commune* spell, with the question asked relating to a great fear or concern of the dreamer. After interpreting the dreams of a creature, you have advantage on Charisma checks you make against it for 1 hour.

### Channel Divinity: Slumber

Starting at 2nd level, you can use your Channel Divinity as an action to force a creature you can see within 60 feet to fall into a deep magical sleep. This creature must make a Wisdom saving throw or fall unconscious for up to 1 minute. Undead and creatures immune to being charmed automatically succeed this saving throw. The creature can reattempt this saving throw with advantage when it takes damage.

### Living Nightmare

By 6th level, when you place a creature into a slumber, they toss and turn in the anguish of a fever dream. When a creature that is unconscious due to your Slumber feature begins its turn, you can choose for it to take 3d6 psychic damage. It does not reattempt its saving throw due to this damage. You do not kill the creature due to this damage; you can only reduce it to 1 hit point.

### Potent Spellcasting

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

### Dreamwalk

By 17th level, you can step through the world of dreams. In a ritual requiring 1 minute of concentration, choose a creature known to you that is currently sleeping on the same plane as you. You can become a messenger in the creature's dreams, as per the spell *dream*, though you cannot make the messenger appear monstrous and terrifying. You can then teleport to the creature's bedside.

## DREAMING DOMAIN

Gods that hold dominion over the power of dreams are guardians of the subconscious. They easily move between the states of wakefulness and dreaming. Good aligned gods seek to protect the subconscious mind, using dreams as a medium to communicate important messages or to foretell future events. Neutral and evil aligned gods aren’t afraid to use dreams as a way to alter one’s mind to further their own goals. Clerics of the Dreaming Domain are as varied as the gods. A cleric of this domain can as easily be healers of mental ailments as they would be the causes of them.

### Domain Spells

*1st-level Dream Domain feature*

You gain domain spells at the cleric levels listed in the Dream Domain Spells table. See the Divine Domain class feature for how domain spells work.

### Formless Memories

*1st-level Dream Domain feature*

You conjure dreams of vivid past lives. Whenever you finish a long rest, you can choose one willing creature, which can be yourself, and give the creature proficiency in one skill or tool that it lacks. The creature loses this proficiency when you use this feature to choose a different proficiency.

### Restful Slumber

*1st-level Dream Domain feature*

You ensure your companions ions are able to rest well. When you and creatures of your choice within 30 feet of you roll Hit Dice to regain hit points, they can roll twice, taking the higher number.

### Channel Divinity: Daydream

*2nd-level Dream Domain feature*

You use your Channel Divinity to cause people to slip into a sudden stupor. As an action, you can choose a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is blinded and deafened to its surroundings, as it envisions a dream formed out of its memories. The creature is also incapacitated and has a speed of 0. This effect lasts for 1 minute, and ends early if the creature takes any damage or another within its reach uses an action to shake it awake.

### Ephemeral Form

*6th-level Dream Domain feature*

Your physical form crosses the line between dream and reality. At the start of a short or long rest, you can enter a trance and project an invisible, incorporeal form for up to 1 hour. Your physical body is unconscious during this time. While in this form, the only spell you can cast is the *detect thoughts* spell. You can’t interact with any objects or creatures due to the form’s incorporeal nature (this doesn’t give you the ability to move through solid objects).

This form exists as long as it is within a number of miles to your physical body up to your Wisdom modifier (minimum of 1 mile). You can stop projecting this form early as an action. It also ends if someone moves your physical body, shakes it awake, or it takes damage. Once you use this feature, you can't do so again until you finish a long rest.

### Potent Spellcasting

*8th-level Dream Domain feature*

You add your Wisdom modifier to the damage you deal with any cleric cantrip

### Dreamwalker

*17th-level Dream Domain feature*

You can easily enter and exit other people’s dreams. You can expend a use of your Channel Divinity to cast the *dream* spell, with yourself as the messenger, without expending a spell slot or material components. When you cast in this way and enter a target’s dream, you can choose to cast the *modify memory* spell on it (expending a spell slot, as normal). If the target fails its saving throw against this spell, you can change its memories and the target doesn’t know that you have done so. If the target succeeds, it knows you tried to change its memories. Regardless of the result, the *dream* spell ends.

## FAMINE DOMAIN

Fast for the god of Hunger and drink nothing the god of Thirst, and you shall hunger and thirst no longer. This is the philosophy of a priest of Famine, who venerates gods that seek to create scarcity across the globe. To spread this dogma, you must only spread famine and drought; if others shall only fast, they too can come to join the Starving Sect.

### Bonus Cantrips

At 1st level, you learn the *poison spray* cantrip and one other cleric cantrip of your choice.

### Fast

Starting at 1st level, as long as you fast, you never starve. You don't need to eat or drink, and don't suffer levels of exhaustion from starvation or dehydration. This ability is suppressed for 24 hours if you willingly eat or drink.

### Channel Divinity: Wither

Starting at 2nd level, you can use your Channel Divinity to starve living things. For the next minute, you can use your action to choose one creature you can see within 60 feet to make a Constitution saving throw. Plants have disadvantage on this saving throw. On a failed save, a creature suffers a level of exhaustion and takes 1d10 necrotic damage for each point of your proficiency bonus. On a successful save, the creature takes half this amount of damage and does not become exhausted.

### Draining Spell

Starting at 6th level, when you deal damage to one creature using a spell on your turn, that creature's speed is reduced by 10 feet for 1 minute. A creature's speed can only be reduced by this ability once at a time.

### Potent Spellcasting

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

### Salt the Fields

Starting at 17th level, you can use your action to bring famine on the land. All nonmagical plants that aren't creatures within a 100-foot radius sphere wither and die. Each creature you choose in that area must make a Constitution saving throw or suffer two levels of exhaustion. Plants have disadvantage on this saving throw and take 8d10 necrotic damage on a failed save.

     Once you use this ability, you must complete a long rest before using it again.

## FATE DOMAIN

The Fate Domain is concerned with the occurrences of what has, is, and will happen. Gods of this domain ensure that the procession of all events throughout the planes happen within acceptable limits deemed by them.

Clerics of the Fate Domain are staunch believers of determinism. The most devout clerics subscribe completely to the concept of fatalism; accepting anything and everything that is happening as being determined beforehand by the deities they serve. As such, many clerics of this domain are extremely fanatical.

### Domain Spells

*1st-level Fate Domain feature*

You gain domain spells at the cleric levels listed in the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

### Hand of Fate

*1st-level Fate Domain feature*

You learn the *guidance* cantrip if you don't already know it. When you cast this cantrip, you can do so as a bonus action.

### Omens and Portents

At 1st level, you can perceive signs of the future in everyday objects and events, such as flights of birds or ripples made in water by a thrown stone. You can cast the Augury spell without expending a spell slot and, when you cast the spell in this way, the spell has no verbal, somatic, or material components. Once you cast the spell in this way, you cannot do so again until you finish a long rest.

In addition, until you finish a long rest, when you cast a divination spell that includes a chance the DM gives you no answer or a random reading—such as Augury, Commune, or Divination—reduce that chance by 25 percent.

### Channel Divinity: Foregone Conclusion

*2nd-level Fate Domain feature*

You can use your Channel Divinity to turn the tide of fates in your favour. When you make an ability check, 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 states whether you succeed or fail.

### Foretelling Future

*6th-level Fate Domain feature*

You are able to glimpse into a person’s near future. You and a willing creature perform a 1 hour long ritual where you can ask your god, or its servants, a single question regarding the creature that is to occur within the day. Your god offers a truthful reply, which can be in the form of a short phrase, a riddle, or an omen.

Once you use this feature, you can’t do so again until the end of a long rest.

### Potent Spellcasting

*8th-level Fate Domain feature*

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Visions of the Future

*17th-level Fate Domain feature*

At 17th level, your knowledge of the future allows you to guide an individual to achieve their greatest possible success. You can cast the Foresight spell once without expending a spell slot; when you cast the spell in this way, the spell’s duration is 1 minute for that casting. Once you cast the spell in this way, you can’t do so again until you finish a long rest.

## FERTILITY DOMAIN

The creation of new life has always been held sacred — an auspicious event for budding families — and with it communities have devised numerous rituals and interwoven meanings into its act. Such is the treasured act of birthing a new soul into the world.

Clerics of this domain uphold the revered traditions of this joint communion and teach others to cherish their partners, protect their offspring, and uphold the values of family.

### Sanctity of Life

*1st-level Fertility Domain feature*

You uphold and protect the dignity of all life. As an action, you can choose a number of creatures within 30 feet of you up to your Wisdom modifier (minimum of one creature) and give it resistance to necrotic damage and poison damage for 1 hour.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Channel Divinity: Fortuitous Stamina

*2nd-level Fertility Domain feature*

You can use your Channel Divinity to enhance a creature’s vitality. As an action, you can choose a creature within 30 feet of you. It gains a +2 bonus to AC and advantage on Constitution saving throws for 1 minute.

### Home Nest

*6th-level Fertility Domain feature*

You can create a temporary shelter that acts as a safe respite. Whenever you cast *leomund’s tiny hut*, you and your occupants can gain the following benefits while inside the spell’s area:

* When a creature rolls Hit Dice to regain hit points, it can forgo rolling and take the highest number.
* A creature gains 1d6 + your Wisdom modifier temporary hit points which last until the end of its next long rest.
* A creature that is suffering from a disease is cured of it, and a creature that is poisoned is no longer poisoned.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

### Potent Spellcasting

*8th-level Fertility Domain feature*

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Pure Restoration

*17th-level Fertility Domain feature*

You ensure to protect all life so they may thrive. When you use your Sanctity of Life feature, each chosen creature is now immune to necrotic damage and poison damage.

In addition, you add the *power word heal* spell to your spell list, and the spell counts as a cleric spell for you. You can also cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you cast in this way, you are unable to use any features from this subclass until you finish a long rest, and any ongoing effects from this subclass immediately end.

## FESTIVAL DOMAIN

It is said that, many years ago, clerics used the bright lights and thunderous noises of fireworks to frighten off evil spirits. Nowadays, of course, clerics have developed far more effective tools for turning the undead and banishing the demonic, and fireworks have morphed into a form of entertainment for the masses. Such is the popularity of the so-called 'fire festivals' that there is now a whole clutch of demigods dedicated to them, complete with monastery-like alchemy labs and a priesthood that travels the land selling rockets and sparklers.

### Festive Atmosphere

When you choose this domain at 1st level, people begin to feel much more at ease around you. When you use the Help action to assist another creature, you can use a bonus action to grant them temporary hit points equal to your Wisdom modifier. These temporary hit points last for as long as you remain within 30 feet of the creature or until the creature takes a long rest.

     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.

### Prismatic Spellcasting

Also at 1st level, whenever you cast a spell that would deal radiant damage, you can change the damage type to acid, cold, fire, lightning, or poison.

### Channel Divinity: Firework

Starting at 2nd level, you can use your Channel Divinity to conjure a small explosive, which you can throw into any space within 60 feet as an action. When you do so, each creature within 10 feet of the target point must make a Constitution saving throw or be blinded and deafened until the start of your next turn. The firework emits a loud boom that can be heard up to 300 feet away.

### Demon Seal

At 6th level, your Turn Undead and Destroy Undead features also work against fiends.

### Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Grand Finale

Starting at 17th level, when you make a ranged attack or cast a cantrip that targets only one creature, you can cause the projectile or the cantrip to explode in a shower of sparks. Each creature within a 5-foot radius centered on the target must make a Dexterity saving throw against your cleric spell save DC or take damage as if also targeted by the attack or cantrip.

## FIRE DOMAIN

Gods of fire are often worshiped by clerics with an obsession with or deep respect for the destructive nature of flame. These deities are temperamental, and might give fire to a primitive race one day, only to smite them from existence the next. Cultures of northern regions might worship a fire god out of respect and in thanksgiving for the warmth that flame provides. A tropical culture might live in the shadow of a volcano, and worship a fire god out of fear and supplication, begging the deity to let the volcano lay dormant. In some settings, clerics of the Fire Domain do not worship a god of fire, but the Elemental Plane of Fire itself.

### Tongues of Fire

When you choose this domain at 1st level, you gain one cantrip that deals fire damage. It counts as a cleric cantrip for you, and does not count against your number of cantrips known. In addition, you can speak, read, and write Ignan.

### Armor of Ignis

At 1st level, you can use your bonus action to invoke the blessing of your god: a searing aura. This aura has a radius of 5 feet and lasts until you dismiss it (no action required by you). Hostile creatures who end their turn within the aura take fire damage equal to your Wisdom modifier.

     Additionally, your divine blessing protects you from small nonmagical flames such as candles, torches, or coals, which will not harm you.

### Channel Divinity: Inferno

Starting at 2nd level, you can use your Channel Divinity to channel the Elemental Plane of Fire through your body. As an action, you present your holy symbol, and fire surges out from you in a blistering inferno. Each creature you choose within 30 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 2d10 + your cleric level on a failed saving throw, or half as much damage on a successful one. Creatures within 10 feet of you have disadvantage on this saving throw. A creature that has total cover from you is not affected.

### Acolyte of the Blaze

Starting at 6th level, you are more attuned to the Elemental Plane of Fire, and can exert greater control over your flames. When you deal fire damage, your fire burns supernaturally hot, ignoring a creature's resistance, but not immunity, to fire damage. Additionally, you gain resistance to fire damage.

### Potent Spellcasting

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

### Lord Over Flame

Starting at 17th level, whenever you summon an elemental from the Elemental Plane of Fire, the elemental's stats are altered in the following ways:

* A summoned elemental can attack one additional time when they take the Attack action.
* A summoned elemental adds your proficiency bonus to their AC and damage rolls.
* A summoned elemental gains a bonus to their hit points equal to your cleric level + your Wisdom modifier.

     Additionally, while you are concentrating on a spell that summons an elemental from the Elemental Plane of Fire, you cannot lose your concentration on that spell as a result of taking damage.

## GEARPRIEST

Clerics who venerate the gods of machines -  such as Primus, the One and Prime - are rare and secretive, promoting a divine idea of Order called the Gears of the Universe. It's not clear which events align with the Gears and which run counter to them, but Gearpriests employ constructs and magitech alike to see the Gears realized, employing the efforts of Tech Knights whenever possible to that end.

### Turn Machines

Beginning when you choose this domain at 1st level, your Turn Undead Channel Divinity and Destroy Undead features can target constructs in addition to undead.

### Repair

At 1st level, any spell you cast that restores hit points affects constructs as it would living creatures.

### Channel Divinity: Armor Lock

Beginning at 2nd level, as an action on your turn you can expend your Channel Divinity to magnetically lock a construct, suit of metal armor, or machine of any type within 30 feet of yourself for 1 minute. If this target provides no resistance, such as an unoccupied cart, the object ceases all function and any moving components become immobile. If this target would provide resistance, such as an animate construct or an occupied suit of armor, the target must make a Strength saving throw, if possible, or be rendered immobile: unable to move and incapacitated. If applicable, the target may repeat this saving throw at the end of each of its turns to end this effect early.

### Inhibit Construct

By 6th level, when a construct attacks you, it must make an Intelligence saving throw. On a failed save, it's attack misses. A creature that succeeds this save is immune to this effect for 24 hours.

### Compel Construct

At 6th level, you gain the ability to influence constructs. You can cast the spell *command* at will, targeting only creatures with the construct type. A creature that succeeds a save against this spell is immune to this effect for 24 hours.

### Divine Strike

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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Antitech Field

At 17th level, you can produce a field which disables technology. As an action, all technology driven by magic, including magitech armor and upgrades, within 10 feet of you fails. Constructs must make a Wisdom saving throw or be considered paralyzed for 1 minute. This field lasts for 1 minute while you concentrate on the effect. After using this ability, you cannot do so again until you complete a long rest.

### Awaken Construct

At 17th level, in a ritual requiring 1 hour of focus, you can awaken a humanoid-shaped construct to humanlike sentience. This ability does not work on constructs that are constructs only temporarily (such as objects affected by an *animate objects* spell).

     The target construct's Intelligence, Wisdom, and Charisma scores become 10, if they are lower. The construct gains a true neutral alignment and this alignment may change by the circumstances the awakened construct finds in life. The awakened construct acts independently and may choose not to align with you if it so desires.

## HEX DOMAIN

(Original by Blackbando)

Clerics of the Hex domain root out witches from their communities.

### **Bonus Proficiencies**

When you choose this domain at 1st level, you gain proficiency with martial weapons.

### **Witchcraft**

Starting at 1st level, you can cast *hex* without a spell slot or components, at its lowest level. After using this feature once, you must take a short or long rest before doing so, again.

### **Channel Divinity: Voodoo**

Beginning at 2nd level, you can use your Channel Divinity to harm creatures hexed by you. As an action while within 60 feet of a creature that is currently affected by your *hex* spell, you can change your holy symbol to resemble the creature and then harm it, forcing the creature to make a Constitution saving throw. On a failed saving throw, the creature takes necrotic damage equal to 1d6 + twice your cleric level, or half on a success. This damage activates the bonus damage from *hex*.

### **Superior Hex**

By 6th level, when you make a weapon attack on a creature affected by your *hex* spell, they take additional necrotic damage equal to your Wisdom modifier (min 1).

### **Divine Strike**

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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

### **Hexcraft**

At 17th level, you can cast *hex* without a spell slot or components, at its lowest level.

## HOPE DOMAIN

When times grow dire and the evening din seems impenetrable, clerics of the Hope Domain do their resolute work. These clerics of righteous deities don’t stand for a particular cause or solution, but as a reminder that the gods are still watching their flock, that evil is always driven back, and that kindness and mercy, even in the face of calamity is something we should all aspire to.

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Student of Optimism

At 1st level, you are immune to being frightened, and friendly creatures within 5 feet of you have advantage on saving throws against being frightened.

### Channel Divinity: Avert Disaster

Starting at 2nd level, you can use your Channel Divinity to assuage the worst outcome. As a bonus action, you present your holy symbol and utter a simple prayer. For the next minute, whenever a friendly creature within 120 feet of you rolls a 1 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die, and must use the new result.

### Band Together

Starting at 6th level, when a creature within 60 feet of you takes the Help action, you can use your reaction to bless their actions. If the creature is willing and hasn’t used the bonus action on its turn, it can instead perform the Help action as a bonus action.

### Divine Strike

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Icon of Hope

Starting at 17th level, you can cast the bless spell at will, without using a spell slot and without using your concentration. Additionally, when a creature under the effect of your bless spell is hit by an attack from an attacker you can see, you can use your reaction to add 1d4 to the creature’s AC, potentially causing the attack to miss.

## LUCK DOMAIN

The gods of Luck revel in randomness, risk-taking, and chance. Often, they pay close attention to their devotees, and intervene only slightly, turning the tide when a bought of ill-fate has overtaken them, or when a slim but fantastic chance presents itself. These gods promote taking on incredible odds and impossible challenges, and reward those who keep the faith while doing so. As such, the domain of Luck is a favorite amongst adventurers.

### Fortune's Friend

Beginning at 1st level, you are unnaturally good at things in which you are not skilled. Once per turn when you roll an ability check for a skill you are not proficient in, you can choose to roll 2d10s in place of 1d20 and use the result. If you are proficient, you may instead roll 4d6. 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.

### Channel Divinity: Lucky hit

At 2nd level by saying a quick prayer, you sometimes land miraculous blows in a fight. As a bonus action whenever you make an attack roll or an ability check, you can roll an additional d20 and choose which of the d20s is used. If you attack and successfully hit, reroll any damage dice that rolled a 1 and use the new results instead.

### Channel Divinity: Lucky Dodge

At 6th level, in a crunch, you are sometimes difficult to land a hit on. As a reaction when an attack roll is made against you or a friendly creature within 30 feet, or when you or a friendly creature within 30 feet must make a saving throw, you can roll an additional d20 and choose which of the d20s is used. If the attack lands or the saving throw is failed and take damage, reroll any dice that rolled their highest possible number and use those results instead.

### Divine Strike

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.

### Flow State

At 17th level, you can enter a Flow State requiring concentration as an action for up to 1 minute. During this time, you are in harmony with the universe, and gain advantage on all ability checks, attack rolls, and saving throws. The Flow State ends early if you lose concentration or if you choose to dismiss it. You cannot enter a Flow State again until you take a short or long rest.

## MESSAGE DOMAIN

The ability to communicate complex information is the building block of a thriving society. Gods of this domain hold dominion over the act of communication and its mediums, ensuring that understanding can always be reached through words. Clerics of the Message Domain recognize the important role that messages bring. Communication is a powerful tool, one that its deities are all too aware of. Whether used for good or evil, the ability to sway others with words is valuable in any society.

### Domain Spells

*1st-level Message Domain feature*

You gain domain spells at the cleric levels listed in the Message Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

### Tools of Communication

*1st-level Message Domain feature*

You gain proficiency in calligrapher’s tools, as well as one of the following skills of your choice: Deception, Insight, or Persuasion. You also learn two languages of your choice.

### Resonant Voice

*1st-level Message Domain feature*

You project a voice that others find hard to resist. You always have the *command* spell prepared, and it doesn’t count against the number of cleric spells you can prepare each day. When you cast the spell, you don’t need to share a language with the target. You can cast this spell without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Channel Divinity: Invoke Connection

*2nd-level Message Domain feature*

You can use your Channel Divinity to speak with others over long distances.

You and another willing creature within 5 feet of you conduct a 10 minute ritual. Creatures with an Intelligence score of 3 or lower are unable to take part. At the end of the ritual, you and the chosen creature are linked and can speak telepathically with each other while you are within a number of miles of each other equal to your Wisdom modifier (minimum of 1 mile). You must all know a language (though it needn’t be the same one) and be on the same plane of existence to communicate. When you use this Channel Divinity option, you regain that use of Channel Divinity when you finish a long rest.

When you reach 6th and 18th level, you can have one more creature join the ritual, taking one additional use of your Channel Divinity.

As an action, a creature can hear what another linked creature hears and learn its surface thoughts, as long as it is willing, and it knows its thoughts and senses are being accessed by others. Multiple creatures can access its senses and learn its thoughts at the same time. A listening creature can use an action to return to its own senses or until the other creature blocks them out.

If a creature is outside the range of all other linked creatures, the effect ends for the creature that is out of range. This telepathic connection lasts until you finish a long rest. It ends early if you die or are beyond range of all other linked creatures.

### Enhanced Connection

*6th-level Message Domain feature*

The telepathic connection you’ve created with your allies allows you to better coordinate with each other. You and creatures linked through your Invoke Connection can issue commands which are represented by a pool of d4s equal to your cleric level.

Whenever you or a linked creature makes an ability check, attack roll, or saving throw, any other linked creature can use its reaction to roll a d4 from this pool and add the number rolled to the d20 (multiple creatures can use their reactions at once). You must be able to see the linked creature or sense its intentions (such as by learning its surface thoughts) to use this reaction.

You regain all expended dice when you finish a long rest.

### Potent Spellcasting

*8th-level Message Domain feature*

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Final Word

*17th-level Message Domain feature*

Your word has absolute power over others. You are immune to any spells or effects that would try to silence you. You also add the *power word kill* and *power word heal* spells to your cleric spell list, which count as cleric spells for you.

## PEACE DOMAIN

Clerics of peace venerate the ideal of harmony, and search for nonviolent solutions to worldly problems whenever possible. However, they are not strictly pacifists. If a situation proves too dire, or if all other options are exhausted, these clerics may use violence, especially if it protects someone in need. Gods of this domain - including Eldath, Rao, and Majere - are almost exclusively good, as are their clerics.

### Censure Evil

When you select this domain at 1st level, you can channel holy power from the divine planes to censure evil creatures. Your Turn Undead and Destroy Undead features also effects fiends.

### Pacifying Voice

At 1st level, you can magically speak in a booming voice, commanding attention and authority. You gain a bonus of half your proficiency bonus when you make a Persuasion check to command other creatures. This benefit stacks with your proficiency bonus if you are already proficient in Persuasion.

### Channel Divinity: Peacebond

Starting at 2nd level, as an action, you can pacify nearby creatures. Each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature's weapons and ammunition become locked in their sheaths, quivers, or holsters for 1 minute. During this time, a creature may only free their weapon with a DC 18 Strength check.

### Impede Aggressor

At 6th level, as a reaction when a creature that you can see attacks a creature that has not yet taken a turn in combat, you can cause that attack roll to be made at disadvantage.

### Divine Strike

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 radiant damage. When you reach 14th level, the extra radiant damage increases to 2d8.

### Pacifism

Beginning at 17th level, as an action you can create an aura of pure pacifism for up to 1 minute. Each creature within 15 feet of you makes attack rolls with disadvantage. On your turn, you must spend your action maintaining this effect, otherwise it ends. After using this feature, you must compete a long rest before using it again.

## PESTILENCE DOMAIN

You worship gods who favor corruption and plague, the Domain of Pestilence, for, though you are ravaged by disease, it does not harm you. Like a virus, you move through the population, spreading your Festering Faith to all who will listen. Unlike a virus, there is no immune system from the Festering Faith, only complete acceptance.

### Body of Plague

By 1st level, you have been in such close proximity to vectors of plague that you are immune to disease and being poisoned. Additionally, you have proficiency with heavy armor.

### Tumor

Starting at 1st level, your body sequesters its toxins in a bulbous protrusion. When a creature within 5 feet hits you with an attack, you can use your reaction to try to poison the creature with the tumor. The creature must make a Constitution saving throw or be poisoned for 1 minute. The creature can reattempt this saving throw at the end of each of its turns, ending the effect on a success.

     After using this ability, you must complete a short or long rest before using it again.

### Channel Divinity: Infection

At 2nd level, your divinity carries disease. You can use your action to touch a creature within your reach, which must make a Constitution saving throw, and suffers one of the following diseases of your choice for one minute on a failed save. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

     ***Bloodmore***. The creature bleeds freely. Whenever the creature takes bludgeoning, piercing, or slashing damage, it takes an additional 1d8 damage.

     ***Deadleg***. The creature's legs stiffen and its movement slows. The creature can move a maximum of 15 feet or half its movement speed on its turn, whichever is lower, on its turn.

     ***Slaying Fever***. Frothing at the mouth with rage, the creature must use its action to attack a creature adjacent to it. If there is no such creature, the creature must move to the nearest creature it can see.

### Fester

Starting at 6th level, whenever you deal necrotic or radiant damage, you can change the damage type to poison. In addition, you ignore damage resistance to poison damage. Creatures you target with spells or abilities are not immune to being diseased or poisoned. Instead, a creature that is immune to disease or poison makes a saving throw against your effect with advantage.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with toxicity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Viral Infection

At 17th level, when you use Infection, the target also has disadvantage on ability checks and saving throws using one ability score of your choice. Additionally, any time a target of Infection is within 5 feet of another creature, you can choose for the infection to jump to it. The creature must make a Constitution saving throw or be infected by the same disease as the target for 1 minute.

## PLAGUE DOMAIN

Original located on Blackbando's Homebrew Wiki

Diseases have been seen as a terrible force throughout all of history, able to destroy entire cultures and nations over the course of mere months. However, as everything this powerful, some people choose to worship it, in either an attempt to harness the power for themselves, or merely to please the beings that cause it to save their own lives. Gods that reside over this domain may include gods of death (such as Hades, Pluto, or Anubis), and gods of disease (such as Mariamman, Kurmor, or Namtar).

### **Bonus Cantrip**

When you choose this domain at 1st level, you learn the *poison spray* cantrip, which counts as a cleric cantrip for you, and does not count towards your number of cantrips known.

### **Plague Doctor**

Additionally, at 1st level, due to your constant dealings with plague and disease, your body has grown resistant to various toxins and poisons. You gain resistance to poison damage, and are immune to disease and being poisoned.

### **Channel Divinity: Evoke Sickness**

Starting at 2nd level, as an action you thrust your holy symbol forth and unleash a green mist in a 30-foot cone emanating from yourself, forcing creatures in the cone to make a Constitution saving throw. On a failed saving throw, a creature takes poison damage equal to 1d8 + your cleric level, and is poisoned for 1 minute, or half damage and is not poisoned on a success. Creatures poisoned by this can repeat the saving throw at the end of each of their turns

### **Piercing Pestilence**

Beginning at 6th level, the poison you bring forth penetrates even the strongest defenses. Spells you cast and your Channel Divinity features ignore resistance to poison damage, and treat creatures that are immune to poison damage as only being resistant. Additionally, creatures you target with spells or abilities are not immune to being diseased or poisoned. Instead, a creature that is immune to disease or poison makes a saving throw against your effect with advantage.

### **Potent Spellcasting**

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

### **Deathly Pandemic**

At 17th level, your diseases rot the very soul of those afflicted by them. When a creature starts its turn while being poisoned by your Evoke Sickness Channel Divinity, it takes 1d6 necrotic damage.

## SEA DOMAIN

The ocean has always held a sacred place in many cultures and civilisations. Its status as the primordial source of all life has given this domain a level of reverence that ties different people together in a shared understanding of existence. Deities of this domain are generally benevolent, knowing their place as a lifegiver, and thus are usually of a good alignment. See the Sea Deities table for a list of some of the gods associated with this domain.

Clerics of the Sea Domain celebrate and pay tribute to the seas for being the provider and sustainer of life. They celebrate the existence of all life, given their common origin of the ocean. By extension, they believe the oceans must be protected and worshipped in order for life to continue and prosper.

### Domain Spells

*1st-level Sea Domain feature*

You gain domain spells at the cleric levels listed in the Sea Domain Spells table. See the Divine Domain class feature for how domain spells work.

 9th

### Gift of the Sea

*1st-level Sea Domain feature*

You learn the *shape water* cantrip if you don’t already know it. In addition, you gain swimming speed equal to your movement speed and can breathe underwater.

### Channel Divinity: Primordial Life

*2nd-level Sea Domain feature*

You can use your Channel Divinity to enhance the life force of a creature. As an action, you present your holy symbol and choose one creature you can see within 60 feet of you. That creature gains temporary hit points equal to twice your cleric level. It also recovers hit points equal to your cleric level.

### Pure Water

*6th-level Sea Domain feature*

You can create cleansing water to purify your allies. As an action, you create a thin layer of water in a 20-foot radius centred on yourself. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. A creature inside the sphere regains 1d4 hit points at the start of each of its turns. It also gains resistance to poison damage and is immune to being poisoned. If a creature is poisoned when it enters the sphere, the poison is removed. You can choose which creatures are affected by this feature up to a number equal to your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier and regain expended uses at the end of a long rest.

### Potent Spellcasting

*8th-level Sea Domain feature*

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Channel Divinity: Wrath of the Seas

*17th-level Sea Domain feature*

When you use your Pure Water feature, affected creatures inside the sphere deal an extra 2d6 cold damage when they cast a spell or hit with an attack once on each of their turns.

In addition, you can summon the power of your deity to aid your endeavours. You can expend three uses of your Channel Divinity and cast *summon elemental* without expending a spell slot or material components. You summon a water elemental, as stated in the Domain Spells feature, at a 9th-level.

Once you use your Channel Divinity in this way, you can't do so again until you finish a long rest.

## SHADOW DOMAIN

Original located on Blackbando's Homebrew Wiki

The Shadow Domain is one of a cleric who manipulates the darkness itself, bending the might of the shadows to their very will. The gods that clerics of the shadow domain worship are ones of pure shade and darkness itself, such as Nyx or Shar.

### **Shadow Domain Spells**

 3rd
 5th
 7th
 9th

### **Shadow's Sight**

At 1st level, your vision is able to pierce darkness, giving you 120 feet of darkvision, and letting you see in magical darkness.

### **Umbramancy**

Additionally at 1st level, you are able to manipulate darkness as a bonus action. You may cause it to veil a creature no larger than Medium in size, change a 5 foot square of it to become magical, make your shadow disappear, or manipulate the shapes of shadows. You may have three effects of this feature active at once, and each effect lasts for up to 1 minute.

### **Channel Divinity: Eclipse**

Starting at 2nd level, you can use your Channel Divinity to harness darkness, banishing light. As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, creatures of your choice within 30 feet of you must make a Wisdom saving throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

### **Shield of Shade**

Beginning at 6th level, you are able to temporarily blind a foe when they attack you. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a shadow to envelope its mark before it hits or misses. An attacker that can’t be blinded is immune to this feature. 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.

### **Divine Strike**

At 8th level, you gain the ability to infuse your weapon strikes with pure darkness. 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### **Channel Divinity: Shadow Form**

Starting at 17th level, you can expend a use of your Channel Divinity to turn into a shadow form. In this form, you have resistance to all damage except radiant, psychic, and force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.

## SLIME DOMAIN

The god that you worship is bizarre, and forgotten to almost all in the realms of men. Gods of Slime are often nameless, churning deities of filth, possessing no temples and few if any worshippers. It is, therefore, a mystery wherefore their immense power originates. Scholars of divinity speculate that, perhaps, the Slime Domain naturally occurs as a result of other gods' waste. Or perhaps, oozes themselves, in spite of being unintelligent in every conceivable sense, still possess the capability to worship at some level, and therefore empower these nameless gods.

### Bonus Cantrips

At 1st level, you learn the *acid splash* and *poison spray* cantrips, which count as cleric cantrips for you.

### Corrosive Touch

Starting at 1at level, you have resistance to acid and poison damage.

     Additionally, when you cast a spell which deals acid damage to a target, it takes an additional 1d4 acid damage. If the target carries or wears either metal armor or a metal shield, it must make a Dexterity saving throw. On a failed save, one metal armor or shield of your choice takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

     This acid damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

### Channel Divinity: Rebuke Ooze

At 2nd level, as an action, you can attempt to command an ooze you can see within 30 feet of you. This ooze must make a Wisdom saving throw or obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An ooze whose challenge rating is equal to or greater than your level is immune to this effect.

     While an ooze is under your command, you can use a bonus action on each of your turns to mentally command it if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. If given no command, the ooze does not act.

### Secrete Slime

At 6th level, you can secrete slime from your skin and orifices as an action. For the next minute, you have advantage on checks against being grappled and, when a creature within your reach hits you with a melee attack, you can use your reaction to deal 3d6 acid damage to it.

### Divine Strike

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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Summon Cube

Starting at 17th level, you can use your action to summon a gelatinous cube to envelop your enemies. Choose a space you can see within 120 feet for the cube to appear. If you summon the cube into a creature's space, the creature is subject to the cube's Engulf and has disadvantage on the saving throw. You can command the cube as with your Rebuke Ooze feature.

     The cube's maximum hit points are increased by twice your level, and, if cube calls for a saving throw, it uses your spell save DC instead.

     The cube vanishes if it is reduced to 0 hit points, or after one hour. After using this ability to summon an ooze, you can't do so again until you finish a long rest.

## TEMPORAL DOMAIN

Time is one of the most foundational cruxes of existence, and the gods that oversee this domain are some of the most uncompromising in their respective pantheons. These gods ensure that the flow of time continues onward for all other beings, whatever the cost.

Clerics of this domain vigilantly watch over the procession of time and take care of any anomalies that might disrupt this flow. Many of these threats are often extraplanar or deific in nature, and as such, these clerics hone themselves in fighting against them.

### Bonus Proficiencies

*1st-level Temporal Domain feature*

Your training has given you proficiency with martial weapons and heavy armour.

### Domain Spells

*1st-level Temporal Domain feature*

You gain domain spells at the cleric levels listed in the Temporal Domain Spells table. See the Divine Domain class feature for how domain spells work.

#### Temporary Stoppage

*1st-level Temporal Domain feature*

You can magically exert limited control over the flow of time around a creature. As an action, you can choose one creature within 30 feet of you that you can see to make a Constitution saving throw against your spell save DC. On a failed save, that creature loses its action on its next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

### Channel Divinity: Snapshot in Time

*2nd-level Temporal Domain feature*

You can use your Channel Divinity to isolate a moment in time. When a creature you can see makes an ability check, attack roll, or saving throw, you can use your reaction to save the rolled number. The creature can use this number in one roll it makes of the same type before the end of its next long rest. The creature can choose this number after making the roll, but before knowing the result. If it doesn't choose to use the same number before the end of its next long rest, the effect is wasted. A creature can only be affected by this feature once at any one time.

### Initative Change

*6th-level Temporal Domain feature*

Your powers with time allow you to alter the sequence of events. After all creatures make their initiative rolls, you can designate one creature of your choice to start first or last in the first round of combat. In the next round, the initiative order continues as normal.

Once you use this feature, you can't do so again until you finish a long rest

### Divine Strikes

*8th-level Temporal Domain feature*

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 force damage. When you reach 14th level, the extra damage increases to 2d8.

### Relativity Bubble

*17th-level Temporal Domain feature*

You are able to magically speed up time around a person. As an action, you can choose a creature within 30 feet of you to use its reaction to take an extra turn, interrupting the current turn order. When you do, your turn immediately ends and you become incapacitated until the end of your next turn.

Once you use this feature, you can't do so again until you finish a long rest.

## TIME DOMAIN

Gods of time tend to be concerned with natural order and preventing excessive meddling in time, even allowing their followers to manipulate time in their service.

### Domain Spells

You gain domain spells at the cleric levels listed in the Time Domain Spells table. See the Divine Domain class feature for how domain spells work.

##### Time Domain Spells

 3rd
 5th
 7th
 9th

### Foresight

At 1st level, you gain a small degree of foreknowledge that improves your reaction time in combat. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

### Temporal Adept

Also at 1st level, the river of time is slower to wash away your magic. When you cast a spell with a duration of 1 minute or longer, you can double that spell’s duration. Once you have used this feature, you cannot do so again until you have completed a long rest.

### Channel Divinity: Slow Time

Starting at 2nd level, you can use your Channel Divinity to bend the river of time around you.

On your turn, you can take one additional action on top of your regular action and a possible bonus action. This additional action cannot be used to take the Cast a Spell action, and you may make no more than one weapon attack if you take the Attack action with it.

### Channel Divinity: Rewind Time

Starting at 6th level, you can use your Channel Divinity to travel a small distance back in time. As a reaction when you make an ability check, saving throw, or attack roll, you can re-roll with advantage. You may choose to use this feature after seeing the result of the roll but before the outcome is determined. You must use the result of the second roll.

### Potent Spellcasting

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

### Time’s Master

At 17th level, you have bent time to your will. You gain the following benefits:

* Time stop is a domain spell for you. Like other domain spells, it is always prepared and counts as a cleric spell for you.
* You experience no further physical effects from aging, you cannot be aged magically, and your natural lifespan is increased tenfold.
* You can use a bonus action to double your base walking speed until the end of your turn.
* Whenever you cast a cleric spell of 1st level or higher with a casting time of at least 1 minute, you can spend an additional spell slot to reduce its casting time to 1 action. The additional spell slot you spend must be of a level no lower than 1 level below the spell’s level.

## TRANSPORTATION DOMAIN

The Transportation Domain holds deities that are responsible for safe passage and smooth journeys. These gods ensure that no person is unjustly impeded in undertaking a journey. Clerics of this domain have the power to aid others who are traveling and provide them with shelter. They bring law and order to otherwise perilous roads.

### Domain Spells

*1st-level Transportation Domain feature*

You gain domain spells at the cleric levels listed in the Transportation Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

### Driver's Education

*1st-level Transportation Domain feature*

You are adept in all manner of transport vehicles. You gain proficiency in navigator’s tools and with land and sea vehicles.

As an action, you can magically share one of these proficiencies with a creature of your choice. The creature must be of an appropriate size to ride a mount or vehicle, and possess the anatomy needed to control one. This proficiency lasts for up to 1 hour. Once you share it, you can't do so again until you finish a long rest.

### Traveler's Protection

*1st-level Transportation Domain feature*

You are always protected on your journeys. When you and your allies first enter combat, an ally can reduce the initial instance of damage taken in that combat by an amount equal to your Wisdom modifier (minimum reduction of 1).

Once you use this feature, you can’t do so again until you finish a short or long rest.

### Channel Divinity: Journeyman's Tools

*2nd-level Transportation Domain feature*

You can use your Channel Divinity to quickly cast spells to help others on their journey.

You can expend a number of uses of your Channel Divinity to cast a spell from your Domain Spells feature equal to the spell’s level, without expending a spell slot or material components.

### Channel Divinity: Aura of Liberty

*6th-level Transportation Domain feature*

You can use your Channel Divinity to ensure your companions can keep moving unhindered. As an action, you can emit an aura of amnesty in a 30-foot radius for 1 minute. This aura is centred on you and moves with you. Each creature of your choice in the aura is unimpeded by nonmagical difficult terrain, and is immune to being restrained or stunned.

### Potent Spellcasting

*8th-level Transportation Domain feature*

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Global Positioning System

*17th-level Transportation Domain feature*

You can always find a route to your destination. You always have the *find the path* spell prepared, and it doesn’t count against the number of spells you prepare each day.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. Once you cast in this way, you can’t do so again until you finish a long rest.

## UNDEAD DOMAIN

Deities of the Undead Domain see mortals as an abomination; creatures whose gift of life is wasted on. They seek to unshackle mortals from the burdens that come with the survival of flesh and entice them with the promise of immortality. Indeed, gods of this domain have many devout followers; from liches and dracoliches, to necromancers and vampires.

The Undead Domain is an outlier amongst clerics. They are shunned by all other clerics for serving gods that actively look to exterminate life. However, like the deities they follow, clerics of this domain passionately believe undeath to be the ultimate form of life and are devoted to spreading them across the various realms.

### Domain Spells

*1st-level Undead Domain feature*

You gain domain spells at the cleric levels listed in the Undead Domain Spells table. See the Divine Domain class feature for how domain spells work.

**Undead Domain Spells**

### Undead Allegiance

*1st-level Undead Domain feature*

Your position as a cleric of the undead affords you a level of protection from them. As an action, you can emit an aura of undeath on yourself for up to 1 minute. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of *fireball*). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### Necrotic Touch

*1st-level Undead Domain feature*

You can channel the power of undeath onto others. You learn the *chill touch* cantrip, which counts as a cleric cantrip for you and doesn't count against the number of cleric cantrips you know. When you cast this cantrip, it has a range of 240 feet.

### Channel Divinity: Indentured Undead

*2nd-level Undead Domain feature*

You gain a new way to use your Turn Undead.

When an undead fails its Wisdom saving throw against your Turn Undead, you can choose to have it under your control for up to 1 minute or until it takes any damage.

In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one. If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

When you reach 5th, 11th, 14th, and 17th levels in this class, undead of a certain CR or lower will automatically fail this saving throw when you use this Channel Divinity, as shown in the Destroy Undead table (creatures with Turn Resistance are unaffected as normal).

### Undead Propagation

*6th-level Undead Domain feature*

You are devoted to spreading undead wherever you go. You always have the *animate dead* spell prepared, and it doesn’t count against the number of cleric spells you have prepared. Whenever you cast a spell that has the sole effect of creating an undead creature, you can target one additional corpse to create another creature listed in the spell, as appropriate.

In addition, whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature's hit point maximum is increased by an amount equal to your cleric level.
* The creature adds your proficiency bonus to its weapon damage rolls.

### Potent Spellcasting

*8th-level Undead Domain feature*

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Undead Nature

*17th-level Undead Domain feature*

Serving your domain’s deity for so long has bestowed you with some benefits of the undead. You don't need to eat, drink, or breathe. You are also immune to necrotic damage.

### Channel Divinity: Undead Wrath

*17th-level Undead Domain feature*

You gain a new way to use your Channel Divinity.

At 17th level, you can expend three uses of your Channel Divinity and cast *summon undead* without expending a spell slot or material components. When you do, you summon an undead spirit at a 9th-level.

Once you use this feature, you can't do so again until you finish a long rest.

## UR PRIEST

Ur priests are scarcely clerics in the traditional sense; many even despise the gods. Rather than being granted divine magic and authority by a deity or powerful idea, clerics of the Ur Domain siphon off the energies granted by gods to divine spellcasters, using it for their own needs without giving even lip-service to any god. Ur Priests can come from any walk of life, but the most dangerous are always ex-clerics and paladins who have abandoned their gods. They violently oppose religion in any form, and use their powers to weaken the gods and destroy their followers.

### Ur Domain Spells

Starting at 1st level, when you prepare spells following a long rest, you can select one spell to prepare from any list of cleric domain spells, and it doesn’t count against the number of spells you can prepare each day. This spell must be of a level for which you have spell slots. At 8th level, you may prepare 2 spells in this way, and at 17th level, you may prepare 3.

### Godhate

At 1st level, you have advantage on saves against divine spells, which are spells cast by clerics, paladins, druids, rangers, and other sources the DM deems appropriate.

### Channel Divinity: Anti-heal

By 2nd level, as a bonus action on your turn, you can use your Channel Divinity to invert positive energy auras around you. For 1 minute, no creature within 60 feet of you can regain hit points due to magic. Instead, when a creature would regain hit points, it must make a Constitution saving throw or take necrotic damage equal to the amount it would have regained.

### Siphon Spell

Starting at 6th level, you can expend two spell slots of the same level to cast a spell that you know of 1 level higher.

### Potent Spellcasting

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

### Steal Magic

By 17th level, you have learned to siphon magic from spellcasters just as you do from the gods. As a reaction when you affected by a spell, you can learn it as a cleric spell and prepare it until you complete a long rest. You can only learn one spell in this fashion at a time and it does not count against the number of spells you can prepare. If you attempt to learn a new spell after you have learned one with this feature, you immediately forget the old spell.

## WATER DOMAIN

In the heat of the endless wasteland, water is precious, and access to it is key to survival. Priests only swear to the Water Domain in truly hostile environments, where water is scarce enough to command divine significance in the minds of the people. In these places, clerics which can summon elemental water are the bringers of life to utter desolation, and are often the only barrier between the unending heat and lethal dehydration.

### Spring of Life

Your holy symbol is little more than a flask from which pure water flows. At 1st level, you can cast the spell *create or destroy water* once without expending a spell slot. After using this ability, you must complete a short or long rest before using it again.

     At 8th level, you can cast this spell at will.

### Channel Divinity: Refresh

By 2nd level, you can expend your Channel Divinity when you take a short rest to summon forth perfect elemental water from your flask. Each creature that drinks from this water while taking this short rest immediately regains one expended hit die.

### Channel Divinity: Moisture Shield

At 6th level, you can use your Channel Divinity as an action to form a 5-foot-radius sphere of churning water around you, while you concentrate on this effect for up to 1 minute. Ranged weapon attacks targeting you or any other creature within the sphere have disadvantage.

     Additionally, as a bonus action while the sphere is formed, you can lash out with a tendril of water from the sphere. This acts as a whip that uses your spell attack bonus for attack rolls, adds your Wisdom modifier to damage instead of Dexterity, and can originate from any point on the surface of the sphere.

### Divine Strike

By 8th level, you gain the ability to infuse your 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 additional 1d8 cold damage. At 14th level this increases to 2d8.

### Water Shape

At 17th level, you have been blessed by elemental water, and as a bonus action can assume a form composed of water. For 1 minute, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you can't be grappled, paralyzed, poisoned, restrained, or prone. After using this ability, you must complete a long rest before doing so again.

## WEALTH DOMAIN

Being one of the most popular pursuits of humanoids the world over, it should not come as a surprise that the accumulation of material wealth is governed by its own deities. Sitting at the confluence of industry and fertility, gods of wealth are assiduous in demanding tribute, but pay back their most loyal followers generously, showering them with gold.

### Appraisal

When you choose this domain at 1st level, you are blessed with insights into the price of everything. As an action, you can accurately determine the market price of any object, and what it would be worth second-hand.

### Leverage

Also at 1st level, when you cast a spell that requires material components with a gp value, you require materials of only half of that value to cast the spell.

### Channel Divinity: Riches

Starting at 2nd level, you can use your Channel Divinity to beseech your deity for a bit of extra cash.

   As an action, you present your holy symbol and speak a solemn promise, causing coins or gems worth 2d10 + your Wisdom modifier (in gp) to instantly appear in your hands.

### Bribe

When you reach 6th level, you can use your divine understanding to determine how to bribe almost any creature. As an action, you can make a Wisdom (Insight) check in relation to any creature you can see that is hostile towards you (DC equals 10 + that creature's CR, rounded down). On a success, you can then bribe that creature with rare or luxurious goods - or simply gold. The bribe costs an amount in gp equal to the half the creature's XP value and, once completed, that creature cannot be hostile towards you for the next 24 hours. The effect ends early if you attack or otherwise harm the creature. You can't bribe any creature with an Intelligence of 3 or lower, or any creature the DM deems inappropriate.

### Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Tycoon

By 17th level, your deity showers you with vast riches. Whenever you would gain money, whether through selling goods and services, receiving gifts, conducting downtime activities, picking pockets or simply finding treasure in a dungeon, the amount of money you gain is doubled.