Grave

*Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the universe. However, because belief in a conventional afterlife is rare, these deities are few and far between. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. Deities of the grave include the Toll Collector, Inoya, Uyaga, and Nohtante.*

### Domain Spells

You gain domain spells at the listed zealot levels in the Grave Domain Spells table. You always have these prepared, and they doesn’t count against the number of spells you can prepare each day.

 1st
 3rd
 5th
 7th
 9th

### Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the *spare the dying* cantrip, which doesn’t count against the number of zealot cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

### Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

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

### Grave Prayers

At 2nd level, you learn a Holy Prayer from among the following options, which are detailed in the Holy Prayers section.

* Balm of Repose
* Cloak of Shadows
* Path of the Grave
* Touch of Death

### Sentinel at Death's Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Potent Spellcasting

Starting at 10th level, you can add your Wisdom modifier to the damage roll of any zealot spell you cast. Once you use this feature, you can’t do so again until the start of your next turn.

### Keeper of Souls

Starting at 14th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.