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Divine Domains of The World
LIGHT: worshippers of the sun and fire, lovers of fine arts, tireless sentinels whose eyes pierce the darkness.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Burning Hands, Faerie Fire
• (3) Flaming Sphere, Scorching Ray
• (5) Daylight, Fireball
• (7) Guardian of Faith, Wall of Fire
• (9) Flame Strike, Scrying
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Bonus Cantrip: Light.
• (Lvl 1) Warding Flare: As a Reaction, blind a creature within 30 feet of you as they attack you. Attacking creature as DISADV on the triggering attack. An attacker is immune to this effect if it does not rely on sight/cannot be blinded.
• (Lvl 2) Channel Divinity: Radiance of the Dawn: Use your holy symbol to dispel magical darkness within 30 feet. Any hostile creature within 30 feet must make a CON saving throw. If they fail they take 2d10 plus your cleric level
in radiant damage. Damage is halved with a successful save.
• (Lvl 6) Improved Flare: You can use Warding Flare when a creature attacks an ally.
• (Lvl 8) Potent Spellcasting: Add your wisdom modifier to your cleric cantrip spell damage.
• (Lvl 17) Corona of Light: You emit bright light in a 60-foot circle for one minute. All enemies in the light have disadvantage on saving throws involving fire or radiant damage.
SHADOW: worshippers of the void, darknesses, necromancy, and undoing.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Arms of Hadar, Hellish Rebuke
• (3) Darkness, Ray of Enfeebleness
• (5) Animate Dead, Speak With Dead
• (7) Blight, Icestorm
• (9) Mislead, Wall of Force
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Bonus Proficiencies: Gain proficiency with Deception and Stealth skills.
• (Lvl 1) Shadow's Sight: Your vision is able to pierce even magical darkness, giving you 120 feet of darkvision.
• (Lvl 2) Channel Divinity: Enveloping Embrace of Dusk: Use your holy symbol to temporarily magically darken an area within 30 feet. Any hostile creature within 30 feet must make a CON saving throw. If they fail they take 2d10 plus your cleric level
in necrotic damage. Damage is halved with a successful save.
• (Lvl 6) Shield of Shade: 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 DISADV 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.
• (Lvl 8) 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.
• (Lvl 17) Shadow Form: 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.
NATURE: worshippers of nature at peace, calm weather, and universal harmony.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Animal Friendship, Speak with Animals
• (3) Barkskin, Spike Growth
• (5) Plant Growth, Wind Wall
• (7) Dominate Beast, Grasping Vine
• (9) Insect Plague, Tree Stride
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Acolyte of Nature: Select one Druid Cantrip and one proficiency in either Animal Handling,
Survival, or Nature.
• (Lvl 2) Channel Divinity: Charm Animals and Plants: When you present your holy symbol and say
your deity's name, every beast or plant creature that sees you within 30 feet makes a wisdom saving throw.
Any creatures that fail are charmed by you for a minute.
• (Lvl 6) Dampen Elements: When you or any creature within 30 feet takes acid, cold, fire,
thunder, or lightning damage, you use a reaction to grant resistance to that damage.
• (Lvl 8) Divine Strike: You can infuse your weapon with divine energy. This gives you 1D8
additional cold, fire, or lighting damage of your choosing. This bumps up to 2d8 at level 14.
• (Lvl 17) Master of Nature: You can control the animals you charm. While charmed they will
follow your verbal commands.
TEMPEST: worshippers of nature in motion, lighting and storms, driving forces of change and balance.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Fog Cloud, Thunderwave
• (3) Gust of Wind, Shatter
• (5) Call Lightning, Sleet Storm
• (7) Control Water, Ice Storm
• (9) Destructive Wave, Insect Plague
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Wrath of the Storm: You can use a reaction to being hit by an enemy within 5 feet of you to
dish out 2d8 lightning damage. If they pass a saving throw, the damage is halved. This is available a number
of times equal to your Wisdom modifier each long rest.
• (Lvl 2) Channel Divinity: Destructive Wrath: You deal maximum lightning or thunder damage
instead of making the damage roll.
• (Lvl 6) Thunderous Strike: When dealing lightning damage to creature large-sized or smaller,
you can move them 10 feet away from you.
• (Lvl 8) Divine Strike: By infusing your weapon with divine energy, you deal an extra 1d8
thunder damage with a weapon strike. This bonus increases to 2d8 at level 14.
• (Lvl 17) Stormborn: You can fly! Your flying speed is capped at your walking speed, and you
cannot fly while indoors or underground.
LIFE: worshippers of community and traditions, marriage ceremonies, planting, and fertility.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Bless, Cure Wounds
• (3) Lesser Restoration, Spiritual Weapon
• (5) Beacon of Hope, Revivify
• (7) Death Ward, Guardian of Faith
• (9) Mass Cure Wounds, Raise Dead
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Disciple of Life: Healing spells at level one or above grant additional HP equal to 2 plus spell level.
• (Lvl 2) Channel Divinity: Preserve Life: When you present your holy symbol, you can heal up to five times your cleric level
spread among creatures within 30 feet of you, but you cannot heal a creature more than half of their HP maximum.
• (Lvl 6) Blessed Healer: When you heal another creature using a spell, you also gain 2 + the spell level in HP yourself.
• (Lvl 8) Divine Strike: Infusing your weapon with divine energy allows you to deal an addition 1d8 radiant energy on one
successful attack per turn. This bonus jumps to 2d8 at level 14.
• (Lvl 17) Supreme Healing: Instead of rolling the HP you restore with a spell, you get the maximum possible for each die.
GRAVE: worshippers of ancestors and traditions, funeral festivals, harvesting, rest and recovery.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Bane, False Life
• (3) Gentle Repose, Ray of Enfeeblement
• (5) Revivify, Vampiric Touch
• (7) Blight, Death Ward
• (9) Antilife Shell, Raise Dead
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Circle of Mortality: Bonus cantrip: Spare the Dying (Cast it as a bonus action).
You also get the max dice roll when restoring hit points to a creature currently at zero.
• (Lvl 1) Eyes of the Grave: You can use this ability to detect the presence of undead within 60 feet
unless they are behind full cover or immune to divination magic.
• (Lvl 2) Channel Divinity: Path to the Grave: This divinity marks a target and is vulnerable
to all damage from the next time you or an ally hit it. It has a range of 30 feet.
• (Lvl 6) Sentinel at Death's Door: Turn a critical hit you witness occur to you or an ally
within 30 feet into a normal hit. This cancels any special effects triggered by a critical hit.
You can do this once per Wisdom modifier and you regain these expended uses after a long rest.
• (Lvl 8) Potent Spellcasting: Add your WIS modifier to damage you cause with Cleric cantrip.
• (Lvl 17) Keeper of Souls: When you use this ability, you or an ally gain hit points equal to an enemy's
hit dice when they die within 30 feet. You can use this once per turn if you are not incapacitated.
KNOWLEDGE: worshippers of truth and learning, invention and logical reasoning.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Command, Identify
• (3) Augury, Suggestion
• (5) Nondetection, Speak with Dead
• (7) Arcane Eye, Confusion
• (9) Legend Lore, Scrying
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Blessing of Knowledge: Learn two more languages. Become proficient in two of Arcana,
history, nature, or religion. Your proficiency bonus doubles for any checks using these two skills.
• (Lvl 2) Channel Divinity: Knowledge of the Ages: This gives you proficiency with any skill
or tool for 10 minutes.
• (Lvl 6) Channel Divinity: Read Thoughts: When a creature is within 60 feet, you can read
their surface thoughts should they fail a wisdom saving throw. If successful, you can cast Suggestion
without using a spell slot, and the creature auto-fails the save throw.
• (Lvl 8) Potent Spellcaster: Add your WIS modifier to damage you cause with Cleric cantrip.
• (Lvl 17) Visions of the Past: You can call up visions of the past that relate to objects you hold or your immediate surroundings.
TRICKERY: worshippers of deception, mischief makers, instigators, challengers of authority.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Charm Person, Disguise Self
• (3) Mirror Image, Pass Without Trace
• (5) Blink, Dispel Magic
• (7) Dimension Door, Polymorph
• (9) Dominate Person, Modify Memory
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Blessing of the Trickster: Bless a character for up to an hour on Stealth checks.
• (Lvl 2) Channel Divinity: Invoke Duplicity: Create a perfect illusion of yourself for up
to one minute for as long as you concentrate. The illusion can move up to 30 feet as a bonus action
but must stay within 120 feet of you. You can cast spells from the illusion and get advantage on attacks
when you and the illusion are within 5 feet of the target.
• (Lvl 6) Channel Divinity: Cloak of Shadows: Turn invisible for a single turn.
• (Lvl 8) Divine Strike: Infuse your weapon doing additional 1d8 poison damage on an attack.
This bonus increased to 2d8 at level 14.
• (Lvl 17) Improved Duplicity: Create up to four copies of yourself.
FORGE: worshippers of crafting and reshaping, engineering, strong defence, builders and protectors.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Identify, Searing Smite
• (3) Heat Metal, Magic Weapon
• (5) Elemental Weapon, Protection from Energy
• (7) Fabricate, Wall of Fire
• (9) Animate Objects, Creation
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) Blessing of the Forge: Imbue one set of armor, martial weapon, or simple weapon with magic.
This item gets a +1 bonus until you die or take a long rest.
• (Lvl 2) Channel Divinity: Artisan's Blessing: This hour-long ritual allows you to create a non-magical item
from metal material of the same value. You can even copy an item like a key if you have the original.
• (Lvl 6) Soul of the Forge: You gain fire resistance and get +1 AC.
• (Lvl 8) Divine Strike: Infuse your weapon strikes with the fiery power of the forge. 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
fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
• (Lvl 17) Saint of Forge and Fire: Gain immunity to fire. Plus, while wearing heavy armor you have
resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
WAR: worshippers of competition and military conquest, strong offence, levelers of destruction.
Added Spells (once gained are always prepared and do not count against against known spell limit)
• (1) Divine Favor, Shield of Faith
• (3) Magic Weapon, Spiritual Weapon
• (5) Crusader's Mantle, Spirit Guardians
• (7) Freedom of Movement, Stoneskin
• (9) Flame Strike, Hold Monster
Extras (abilities and spell-like functions, which are often limited in usage then restored after a long rest)
• (Lvl 1) War Priest: When you use the Attack action, you can make one weapon attack as a bonus action. You can
use this feature a number of times equal to your WIS modifier (minimum of once). Regain all expended uses with long rest.
• (Lvl 2) Channel Divinity: Guided Strike: Get +10 to an attack roll. You can use this ability after
your roll but before the DM announces a hit or miss.
• (Lvl 6) Channel Divinity: War God's Blessing: Grant Guided Strike to any creature within 30 feet.
• (Lvl 8) Divine Strike: You can infuse your weapon with divine power, dealing 1d8 of the type of damage
your target deals. This bonus increases to 2d8 at level 14.
• (Lvl 17) Avatar of Battle: You gain resistance to bludgeoning, piercing, and slashing damage
from nonmagical weapons.
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