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FishBot
2017-02-27, 10:50 PM
My favorite class is Cleric so I make a lot of domains for it. Here they are:

Divine Domain of Luck

Bonus Cantrip
At 1st level you learn 1 divination cantrip of your choice.

Bonus Proficiencies
At 1st level you gain proficiency in 3 gaming sets of your choice.

Blessing of Fortune
At 1st level, you can reroll a saving throw, ability check, or attack roll, but you must take the second roll. You can use this feature a number of times every long rest equal to your wisdom modifier.

Channel Divinity: Touch of Luck
At 2nd level, you can use a bonus action to bless a number of allies equal to your wisdom modifier within 30 feet of you for 1 minute. While they are blessed each ally gains a d8. The ally can add the d8 to any attack roll, saving throw, or ability check they make. As soon as the creature uses the die their blessing ends.

Channel Divinity: Twist of Fate
At 6th level, when a creature within 120 feet of you makes a saving throw, ability check, or attack roll you can use your reaction to give the creature advantage or disadvantage on the roll.

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

Avatar of Fate
At 17th level, you add 1d6 to all saving throws and ability checks you make.

Domain Spells
1st: Bane, Bless
2nd: Augury, Enhance Ability
3rd: Bestow Curse, Remove Curse
4th: Death Ward, Divination
5th: Legend Lore, Reincarnate

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Divine Domain of Travel

Bonus Proficiency
At 1st level you gain proficiency in survival, land and water vehicles, and navigator's tools.

Well Travelled
At 1st level while traveling you gain the following benefits.
* Difficult terrain doesn't slow your groups travel
* When you forage you find twice as much food as normal
* Your group travels at twice the normal pace
Additionally you always know which way north is.

Swift
At 1st level your walking speed increases by 10 feet,and you have advantage on all saving throws and ability checks to avoid becoming exhausted.

Channel Divinity: Tailwind
At 2nd level as a bonus action you increase the movement speeds of up to 6 creatures within 60 feet by a number of feet equal to 5 x your wisdom modifier for 1 minute.

Divine Transposition
At 6th level as an action you can teleport to an unoccupied space within 30 feet that you can see or swap places with a willing small or medium creature within 30 feet that you can see. You can use this feature a number of times each long rest equal to your wisdom modifier.

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

Divine Traveler
At 17th level once per long rest you can cast the teleport spell without using a spell slot and you are considered very familiar with whatever location you want to teleport to unless you already have an associated object or permanent circle.

Domain Spells
1st: Expeditious Retreat, Longstrider
3rd: Misty Step, Pass Without Trace
5th: Haste, Fly
7th: Dimension Door, Freedom of Movement
9th: Teleportation Circle, Passwall

Alternate Feature

Channel Divinity: Quick Reflexes
At 6th level when you roll initiative you can use your channel divinity to give up to 6 creatures within 60 feet equal a +10 bonus to initiative.

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Divine Domain of Justice

Bonus Proficiencies
You gain proficiency in heavy armor and martial weapons.

Retribution
At 1st level when a creature within 5 feet of you hits you with an attack you can use your reaction to make an attack against that creature. You do not add your ability modifier to the damage of this attack. You can use this feature a number of times each long rest equal to your wisdom modifier.

Channel Divinity: Reveal the Forsworn
At 2nd level as a bonus action all hostile creatures within 30 feet must make a charisma saving throw. On a failed save you and any allies within 30 feet instantly know their location and have advantage on your 1st attack roll against them until the start of your next turn.

Channel Divinity: Divine Judgement
At 6th level you can invoke your diety to shackle an enemy in divine chains. 1 creature within 60 feet becomes restrained for your wisdom modifier minutes. Any tine the restrained creature takes damage they take 1d8 extra. As an action the creature can struggle against the chains and make a strength saving throw. If the succeed they become unrestrained. If they fail they take 1d8 fire damage and remain restrained.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the wrath of justice. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Discerning Eye
At 17th level you gain true sight to a range of 30 feet.

Domain Spells
1st: Command, Compelled Duel
2nd: Hold Person, Zone of Truth
3rd: Counterspell, Magic Circle
4th: Banishment, Compulsion
5th: Dominate Person, Geas

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Divine Domain of Madness

Bonus Cantrip
At 1st level, you learn the vicious mockery cantrip. This does not count against your number of cantrips known.

Power of Madness
At 1st level, you gain 1 type of indefinite madness. The madness cannot be cured by anything less than a wish spell, but your mind is so full of turmoil that you gain the following benefits:
* Your thoughts cannot be read.
* You have resistance to psychic damage.
* You have advantage on saving throws against becoming charmed and frightened.

Channel Divinity: Instill Insanity
At 2nd level, as an action you can force a number of creatures equal to your wisdom modifier within 60 feet to make a wisdom saving throw against your spell save DC. On a failed save each creature gains 1 of the following madnesses:
* The creature becomes frightened of you.
* The creature begins babbling and is incapable of normal communication and casting spells with verbal components.
* The creature must use their turn each round to attack the nearest creature.
* The creature experiences vivid hallucinations and has disadvantage on attack rolls.
* The creature has their mental defenses muddled and has disadvantage on saving throws against your domain spells.
This effect last for 1 minute or until the creature takes damage

Channel Divinity: Torment
At 6th level you can use your channel divinity to torment a creature with painful hallucinations. Choose one creature within 60 feet that you can see. That creature must make an intelligence saving throw. On a failed save the creature takes 2d6 psychic damage and becomes stunned until the end of your next turn. If the creature succeeds they take half as much psychic damage and are not stunned. On subsequent turns you can use your bonus action to force the creature to make another intelligence saving throw. If they fail they take another 2d6 psychic damage and remain stunned until the end of your next turn. On a successful save the effect ends. You can maintain this effect for up to 1 minute or until you lose concentration.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with a maddening power—a gift from your deity. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Psychotic Break
At 17th level, you gain immunity to psychic damage as well as the charmed and frightened conditions, and you can cast any spell without using a verbal component. In addition, you are immune to all short term, long term, and indefinite madness, aside from your own.

Domain Spells
1st: Dissonant Whispers, Tasha's Hideous Laughter
2nd: Crown of Madness, Enthrall
3rd: Fear, Hypnotic Pattern
4th: Confusion, Phantasmal Killer
5th: Mislead, Modify Memory

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Divine Domain of Glamour

Improved Friends
At 1st level you learn the friends cantrip and when the spell ends the affected creature is unaware that they were influenced by magic.

Channel Divinity: Enthralling Gaze
At 2nd level 1 creature within 15 feet that you can see that can see you becomes charmed by you and incapacitated until the start of your next turn. On your following turns for 1 minute or until you lose concentration you can use your action to force the creature to make a wisdom saving throw. If they fail the effect is maintained.

Channel Divinity: Intoxicating Appearance
At 6th level you touch one creature. For 1 minute whenever a creature that can see that creature makes an attack against them they must make a wisdom saving throw against your spell save DC or have disadvantage on the attack.

Divine Charm
At 8th level you gain a +1 bonus to the spell save DC of all enchantment spells you cast. At 14th level this bonus increases to +2.

Holy Festivities
At 17th level once per long rest you can cast heroes' feast without expending a spell slot and without material components.

Domain Spells
1st: Charm Person, Healing Word
3rd: Enthrall, Calm Emotions
5th: Beacon of Hope, Tongues
7th: Compulsion, Confusion
9th: Dream, Seeming

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Divine Domain of Shadow

Darkvision
At 1st level you can see in darkness and dim light as if it were bright light. Your darkvision is unaffected by magical darkness.

Channel Divinity: Aegis of Night
At 2nd level you create an aura of darkness in a 15 foot radius. The aura moves with you. Creatures of your choice can see through the darkness as if it was bright light. If a hostile creature enters the aura or ends their turn in the aura they take cold damage equal to 1d8 + your cleric level.

Dark Jaunt
At 6th level when you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first spell attack you make before the end of the turn.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the chill of the night. 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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Armor of Darkness
At 17th level while you are occupying an area of darkness or dim light you add your wisdom modifier to your AC, and you become invisible. If you take damage you do not add your wisdom modifier to your AC, and you are no longer invisible until the start of your next turn.

Domain Spells
1st: Armor of Agathys, Sleep
2nd: Darkness, Invisibility
3rd: Fear, Major Image
4th: Confusion, Greater Invisibility
5th: Cone of Cold, Mislead

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Divine Domain of Ground

Extra Proficiencies
You gain proficiency in martial weapons and heavy armor.

Earth's Favor
At 1st level you are unaffected by ground based difficult terrain and you have tremor sense for 15 feet.

Stone Shield
At 1st level when a creature hits you with a melee attack you can use your reaction to reduce the damage dealt to you by 1d10 + your wisdom modifier. You can use this feature a number of times equal to your wisdom modifier every long rest.

Channel Divinity: Shape Terrain
At 2nd level you make all ground in a 30 foot radius area centered on a point within 120 feet difficult terrain for 1 minute. Whenever a hostile creature enters the area of difficult terrain or ends their turn in it must they must make a dexterity saving throw. If they fail their speed is reduced to 0 until the start of their next turn.

Stone Sense
At 6th level the range of your tremor sense increases to 30 feet.

Divine Strike
At 8th level 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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Earth Glide
At 17th level you can burrow through earth and stone at a speed equal to your walking speed. While doing so, you do not disturb the material you are moving through.

Domain Spells
1st: Absorb Elements, Earth Tremor
2nd: Maximilian's Earthen Grasp, Protection from Poison
3rd: Erupting Earth, Wall of Sand
4th: Stone Shape, Stoneskin
5th: Hallow, Wall of Stone

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Divine Domain of Destruction

Bonus Proficiencies
At 1st level you gain proficiency in martial weapons.

Power Surge
At 1st level when you cast a spell higher of 1st level or higher that deals damage you can have all creatures within 5 feet take your wisdom modifier damage of the same type as the spell. You can use this feature a number of times each long rest equal to your wisdom modifier.

Channel Divinity: Wave of Ruin
At 2nd level as an action you take necrotic damage equal to twice your cleric level. All creatures within 20 feet equal must make a dexterity saving throw against your spell save DC. If they fail they take force damage equal to your half your level d6 or half as much on a successful save. In addition all structures in range take force damage equal to your level d6.

Extra Attack
At 6th level when you take the attack action on your turn you can make 2 attacks.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with pure destructive power—a gift from your deity. 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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Destruction
At 17th whenever cast a spell that deals damage you can take your cleric level necrotic damage and cause the spell to deal maximum damage.

Domain Spells
1st: Bane, Thunderous Smite
3rd: Shatter, Silence
5th: Dispel Magic, Hunger of Hadar
7th: Banishment, Evard's Black Tentacles
9th: Destructive Wave, Wall of Force