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Weirdo Whoever Plays D&D:
Hallowed Be Thy Name

Our Father in heaven,
hallowed be your name,
your kingdom come,
your will be done,
on earth as in heaven.
Give us today our daily bread.
Forgive us our sins
as we forgive those who sin against us.
Save us from the time of trial
and deliver us from evil.
For the kingdom, the power,
and the glory are yours
now and for ever.

Amen.

— The Lord's Prayer, 1988 ELLC

This document of Weirdo Whoever Plays D&D introduces homebrew materials, specifically subclass options and spells for cleric and paladins.


Before I begin, I must confess one thing: I'm an atheist. But that doesn't mean I pillages three churches on a daily basis, or even troll some zealous believers on any site's comments section. It's just that I do not believe in god; I don't care what others believe in, and in fact, their faith must be respected, just as much my non-faith must be respected. Simple.

One of the most troublesome part I went through when working on Dungeons & Dragons homebrew was the solid, undeniable existence of deities. Not that it's uncomfortable or anything — you can't be uncomfortable at things that are just a part of the game. The problem was that, I wasn't used to dealing with the very concept of godhood and divinity. It's like riding a bicycle for a first time.

Nevertheless, homebrew is homebrew, and after some trials and errors I think I finally got the hang of a thing or two. So here are some subclass options and spells for the two most divine classes: cleric and paladin.

Feedbacks and Suggestions

This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever (weirdowhoever@gmail.com).

Cleric Divine Domains

At 1st level, a cleric gains the Divine Domain feature. Here are two homebrew options for that feature: the Darkness Domain and the Madness Domain.

Darkness Domain

Gods of darkness have the greatest power in any locations, however small, that is left untouched by the light. Notable deities of darkness include: Azura, the Daedric Prince of Dusk and Dawn; Dithmenos the Shadowed; Nocturnal, the Daedric Prince of Night and Darkness; Nyx, the Goddess of Night; and Pitch Black, the Nightmare King.

Like their deities, followers and priests of the darkness hold their religious events exclusively at night. With the minimum source of light, the rites are often silent, solemn, and very serious. Breaking this hallowed silence is considered as one of the greatest blasphemy a mortal can commit against the deity.

Contrary to the widespread notion, the deities that have the darkness domain are not always evil or malicious. In many religions, the darkness is symbolized as the veil that embraces all that suffers with peaceful silence and rest. It did not help, though, that many evil-aligned deities takes darkness as their source of power, symbolizing it as the fear of the unknown.

Darkness Domain Spells

Cleric Level Spells
1st fog cloud, silent image
3rd darkness, pass without trace
5th fear, nondetection
7th confusion, greater invisibility
9th dream, mislead

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Stealth skill.

Blessed by the Darkness

Also starting at 1st level, you gain darkvision out to 60 feet. If you already have darkvision from other sources, the range of your darkvision is increased by 30 feet.

Additionally, while you are in the dim light or darkness, you have advantage on the Dexterity (Stealth) checks.

Channel Divinity: Veil of Darkness

Starting at 2nd level, you can use an action to present the holy symbol and evoke the name of your deity, conjuring a magical veil that wipes senses of a creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw against your cleric spell save DC or becomes blinded and deafened for 1 minute or until your concentration is broken (as if concentrating on a spell).

Channel Divinity: Cloak of Darkness

When you reach 6th level, as an action, you can use your Channel Divinity to choose yourself or a willing creature you can see within 10 feet of you.

If the chosen creature is in an area of dim light or darkness, it turns invisible for 1 hour or until it moves out to an area of bright light or takes an action, a bonus action, or a reaction.

Favored by the Darkness

Starting at 8th level, you gain blindsight out to 60 feet, and you can see normally in both magical and nonmagical darkness within the radius of your darkvision.

Additionally, creatures in the area of darkness have disadvantage on saving throws against your cleric spells and your Channel Divinity options.

One with the Darkness

By 17th level, while you are in the area of darkness, you can use the Cloak of Darkness feature on yourself without expending a Channel Divinity use.

Additionally, while you are in the area of dim light or darkness, you can use a bonus action to teleport into an unoccupied you can see within 30 feet of you, which also should be in dim light or darkness.

Madness Domain

Gods of madness, as their domain suggests, are simply mad, or at least works in such way that mortals perceive as insane or incomprehensible. Notable deities of madness include: Azathoth, the Binld Idiot God; Discord, the Dracoequines of Chaos and Disharmony; Sheogorath, the Daedric Prince of Madness; and Xom, the Unpredictable God of Chaos.

Deities of madness seldom have churches, temples, or other organized system of belief and faith, nor do their followers need such rules. Instead, the deities and the believers often contact directly, with a little help from mind-affecting substances, such as boozes, drugs, smokes, and even cheese.

 

Contrary to the widespread notion, followers and clerics of the deity of madness is not always mad by themselves. Often they are seekers of knowledges and guidance that deities provides, although in a cryptic, inconceivable and outlandish nonsense, that are sometimes actually well-intended and genuinely caring to their believers.

Madness Domain Spells

Cleric Level Spells
1st command, Tasha's hideous laughter
3rd crown of madness, suggestion
5th fear, hypnotic pattern
7th compulsion, confusion
9th dream, legend lore

Bonus Cantrip

When you choose this domain at 1st level, you gain the vicious mockery cantrip. This cantrip counts as a cleric cantrip for you and is included in the number of cleric dantrips you know.

Insane Incidents

Also starting at 1st level, your deity can intervene to cause inexplicable incidents to your surroundings. Once on each of your turn when you case a cleric spell of 1st level or higher, you can choose to invoke such incidents. If you do so, roll on the Insane Incidents table to create a magical effect.

If the chosen effect is a spell, it cannot be modified or otherwise affected by other effects (such as sorcerer's Metamagic) and if it normally requires concentration, it does not require concentration and lasts for its full duration.

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: Touch of the Mad God

Starting at 2nd level, as an action, you can use your Channel Divinity to choose one creature you can see within 60 feet of you to "bless" it with your deity's power. Roll on the Insane Incidents table to determine the effect of your blessings. The chosen creature is affected by the chosen effect.

You follow the following rules for the effects of the Insane Incident created with this feature, in addition to the rules that normally apply to your Insane Incidents:

  • If the chosen effect is a spell, you use your cleric spell save DC and cleric spell attack modifier for the spell. The effect works even if the creature is normally incapable of casting a spell.
  • If the chosen effect designates "you" as the target, the chosen creature is instead designated as the target.
  • If the chosen effect designates a random creature or object, you are designated as the target for that effect.
Table: Insane Incidents
d100 Effect d100 Effect
01-02 Nothing happens. Apparently your deity is bored of their own insanity for the moment. 51-52 You turn invisible for 1 minute.
03-04 Other creatures perceive you as a talking grapefruit for the next minute. 53-54 You fall unconscious for the next 8 hours. This effect ends early if you take any damage.
05-06 You turn into a frog for 1 minute. This effect ends early if you take any damage. 55-56 You are hit by a bolt lightning, taking 4d8 lightning damage.
07-08 You perceive a random creature you can see as a shapeshifter that transformed into yourself. 57-58 A random creature you can see casts command as a 1st-level spell on you. The command is always "Atten-tion!"
09-10 You become blinded and deafened for 1 minute. 59-60 An exotic fruit of your choice appears in an unoccupied space within 10 feet of you.
11-12 A random creature you can see begins babbling and is incapable of normal speech for the next minute. 61-62 Any armor or clothing you are wearing vanishes with a faint pop. It reappears in 1d6 minutes, forcibly wearing itself to you.
13-14 The next time you touch a creature within the next minute. you cast greater restoration on it. 63-64 An invisible force pushes you up to 10 feet in a random direction.
15-16 A random object within 30 feet of you shines dim light up to 10 feet. 65-66 You cast calm emotions on a random creature you can see.
17-18 A random creature you can see becomes knocked prone and cannot stand up for the next minute. 67-68 A random creature you can see casts lesser restoration on itself.
19-20 An invisible force pushes a random creature you can see up to 10 feet in a random direction. 69-70 You gain vulnerability to bludgeoning, piercing, and slashing damage until the end of your next turn.
21-22 You become frightened of a random creature you can see for 1 minute. 71-72 A random creature you can see casts Tasha's hideous laughter as a 1st-level spell on you.
23-24 You cast feign death on yourself. 73-74 A random object you can see transforms into a badger for 1 minute.
25-26 You feel an inexplicable but irrestible urge to eat an exotic fruit for the next minute. 75-76 The next time you touch a creature within the next minute. you cast dispel magic on it.
27-28 A random object you can see transforms into an ogre for 1 minute. 77-78 You begin babbling and are incapable of normal speech for the next minute.
29-30 A spectral tendril sweeps on you, dealing 2d8 acid damage and 2d8 necrotic damage. 79-80 For the next minute, you can only speak in Deep Speech, even if you do not understand it.
31-32 A random creature you can see becomes invisible for 1 minute. 81-82 You become charmed to a random creature you can see for 1 minute.
33-34 For the next minute, whenever you move, a short sound of horn honks from your limbs. 83-84 You and a random creature you can see regain 2d8 points.
35-36 A random creature you can see becomes charmed to you for 1 minute. 85-86 A random creature you can see becomes stunned for 1 minute.
37-38 You float three inches above the ground for
1 minute.
87-88 You cast zone of truth centered on yourself.
39-40 You cast inflict wounds as a 3rd-level spell on yourself. 89-90 A random object within 10 feet of you "speaks" a short nonsense in your voice.
41-42 A random creature you can see turns into a cheese wheel for 1 minute. This effect ends early if it takes any damage. 91-92 For the next minute, you perceive all humanoid creatures as fruits, depending on their race.
43-44 A faint, gibbering noise manifests around you for the next minute. 93-94 Your mind becomes scrambled, inflicting 4d8 psychic damage to yourself.
45-46 You cast phantasmal force on yourself. 95-96 You cast sleep as a 5th-level spell centered on yourself.
47-48 For the next minute, whenever you speak the word "it," you take 1 psychic damage. 97-98 A random creature you can see becomes frightened of you for 1 minute.
49-50 A random creature you can see bursts into flame, taking 2d8 fire damage and 2d8 radiant damage. 99-00 You become immune to all damage except force damage until the start of your next turn.

Mad Savant

When you reach 6th level, your deity's madness grants a strain of knowledge that is temporarily bestowed upon you. Whenever you roll on the Insane Incidents table, choose a skill or tool of your choice. You gain proficiency in the chosen skill or tool until you finish a long rest or you roll on the Insane Incidents table again.

Alternately, whenever you roll on the Insane Incidents table, you can speak, read, and write one language of your choice until you finish a long rest or you roll on the Insane Incidents table again.

Relatively Sane Incidents

Starting at 8th level, whenever you roll on the Insane Incidents table, you can roll twice and use either number.

Additionally, when an effect from your Insane Incident designates a random creature or object, you can choose to designate an appropriate target you can see within 30 feet of you. Once you use this feature, you must finish a long rest before you can use it again.

Veil of Madness

By 17th level, your deity's blessings safeguards your mind, presenting a scrambled of irrational and incomprehensible thoughts to those who attempts to read your thoughts. Your thoughts cannot be read by telepathy or other means, and if a creature attempts to read your thoughts, it takes psychic damage equal to 1d8 plus your cleric level.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are bing truthful, if you chooses, and you cannot be compelled to tell the truth by magic.

Paladin Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature. Here are three homebrew options for that feature: Oath of Silence, Oath of Vigilance, and Shadowspy.

Oath of Silence

The Oath of Silence is a determination to contain and purge the uncontrolled force of magic from harming the people and the land. While this may sound self-contradictory, more than one secret service practice this Oath, for the abuse of magical power can cause a catastrophe that can easily devastate a nation, a continent, and even a plane of existence. Paladins sworn to the Oath of Silence is best described as tightlipped and resilient. They do not talk much, but when they do, they mean every single word they speak by their heart, and they speak of the harm of magic.

Notable gods, entities, and organizations that practice the Oath of Silence include Trog, the Ancient God of Anger and Violence; Shala Karanok, the ruler of Chessenta; the Order of the Aeol Drias; and the Order of Seropaenes.

Tenets of Silence

While many variations of the Oath of Silence can be seen in various cultures, continents, and even multiverses, their tenets usually share the two central theme: golden silence and hostility toward magic. The tenets of this oath often includes the following tenets:

The Golden Silence. Too many words hold no benefit. I speak only what is necessary, when it is necessary. I do not speak callously on which I do not thoroughly understand.

Beware the Magic. Magic is not a power that can or should be toyed with. It is my solemn duty to warn others the harm of magic, and protect the weak and helpless from the danger that magic could too easily bring forth.

Suffer Not the Witch to Live. Evil mages, heathen witches, and other villains abuse magic for their gains. My quest is to vanquish them, bringing them to punishment they deserve for toying with what they cannot cope with.

Oath Spells

Oath of Silence has no oath spells: You do not gain access to additional paladin spells when you take the Oath of Silence.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Evoke Silence. As an action, you present your holy symbol and speak a prayer of abjuration, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a Charisma saving throw. On a failed save, the creature cannot speak, cast a spell, or concentrate on a spell for 1 minute.

Interrupt Magic. When you see a creature within 30 feet of you casts a spell, you can use your Channel Divinity option as a reaction to interrupt the spellcasting process. The creature must make a saving throw using its spellcasting ability against your paladin spell saving throw. On a failed save, the creature's spell fails and have no effect.

Divine Reserves

Also starting at 3rd level, when you take this oath, you learn how to empower your power without relying on spells. You can use the following options:

Heightened Divine Sense. When you use your Divine Sense feature, you can also see a faint aura around any visible creature or object within the area that bears magic, and you learn its school of magic, if any.

Divine Replenishment. As a bonus action, you can expend one spell slot to replenish your Lay on Hands pool of healing. You regain 8 points for a 1st-level spell slot, plus 4 for each spell level higher than 1st, to a maximum of 20.

Witch-hunting Smite. When you hit a creature that is concentrating on a spell with a melee weapon attack with your Divine Smie applied, you deal an additional 1d8 radiant damage with your Divine Smite, and the creature automatically loses concentration on the spell.

Breaking the Oath of Silence

A paladin who has sworn to the Oath of Silence breaks his or her vow simply by casting a spell, or attempting to cast a spell.

An attempt of spellcasting can be pardoned with a rite of confession and forgiveness, while an act of actual spellcasting is punished by abandoning the paladin from the Oath of Silence.

Aura of Magic Disruption

Starting at 7th level, you emanate a divine aura within 10 feet of you that disrupts the flow of magic. You and a creature within your aura can use an action to end one spell that affects it. A creature that gained benefit from this aura cannot do so until it finishes a long rest.

At 18th level, the range of this aura increases to 30 feet.

Divine Abjuration

Starting at 15th level, you have resistance to damage from spells, and have advantage on all saving throws made to avoid or resist the effect of spells.

Envoy of Silence

When you reach 20th level, you are the bringer of solemn silence and doom to all vile magic. As an action, you can present the holy symbol to create a zone of magical silence in a 30-foot sphere centered on you.

No sound can be created within or pass through the zone, and all creatures that are entirely within the zone are deafened and cannot speak, cast a spell, or concentrate on a spell. When a creature first enters the zone or starts its turn there, it must make a Charisma saving throw against your paladin spell save DC or cannot speak, cast a spell, or concentrate on a spell for 1 minute, even after it leaves the zone.

The zone lasts for 1 minute or until you are incapacitated. Once you use this feature, you cannot do so again until you finish a long rest.

Oath of Vigilance

The Oath of Vigilance is for a paladin who is sworn to fight against the vile creatures of the unknown and the evil in order to protect the world from their menace. Often, a league of paladins who follows the Oath of Vigilance can be found among ranger conclaves, hunter's guilds, or as an independent vigilant group. Vampire hunters, lycanthrope killers, and exorcists are also familiar with the Oath of Vigilance, if they are not part of the oath themselves.

Notable gods, entities, and organizations that practice the Oath of Vigilance include Cernunnos, the Host of the Wild Hunt; the Healing Church of Yharnam; and the Hunters of the Grimm of the world of Remnant.

Tenets of the Vigilance

The Oath of Vigilance revolves around a number of virtues that are shared among paladins without told.

Stay Awake. The evil lurks in every corner where the light does not shine. The evil never sleeps, so as a protector of the virtue from the foul and vile, neither should I.

Stay Focused. Danger and threats come in many shapes and sizes, and one of the evil's favorite tactics is fear and disorientation. I shall not bend to such trick on mind — my mind will be clear and focused, no matter what.

Stay Good. Too many times a paladin turns as wicked as the evil he or she faces. I understand that while it is my duty to stand against the evil, I shall not forget who I was standing up for — the weak, the innocent, and the virtuous.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd ensnaring strike, hail of thorns
5th pass without trace, spike growth
9th conjure barrage, lightning arrow
13th freedom of movement, grasping vine
17th conjure volley, tree stride

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

See No Evil. As an action, you can present the holy symbol and speak the prayer of truth and vigilance, using your Channel Divinity. For 1 minute, your sight is heightened within 60 feet of you. Within this radius, you see invisible creatures and objects as if they were visible, see the true form of any shapeshifter, and automatically succeed on Intelligence (Investigation) checks made to discern illusions.

Guided Shot. When you miss a creature with a ranged weapon attack, you can use a bonus action to speak the prayer of seeking and tracking, using your Channel Divinity. If the ammunition is not destroyed after the attack, it temporarily flies on your will. Using the same ammunition, you can make a ranged weapon attack against the same target or a creature you can see within 10 feet of the original target, and you have advantage on the attack roll.

Divine Shot

Also starting at 3rd level, when you hit a creature with a ranged weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell slot level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 of the target is a fiend or an undead.

Aura of Keen Sight

When you reach 7th level, as long as you are conscious, you and all friendly creatures within 10 feet of you add your Charisma modifier to Wisdom (Perception) checks and the attack rolls and damage rolls when making a ranged weapon attack (a minimum of +1).

When you reach 18th level, the range of your aura increases to 30 feet.

Vigilant Senses

By 15th level, you cannot be surprised or magically put to sleep, and you need only half amount of sleep (or Trance for elves). You still need 8 hours to take a long rest as normal.

Additionally, when you attack a creature you cannot see, your inability to see it does not impose disadvantage on your attack rolls against it.

Eye of the Divine

At 20th level, as a bonus action, you can channel the power bestowed upon you to awaken extraordinary senses. For the next minute, you gain the following benefits:

  • You are under the effect of the true seeing spell.
  • Once on each of your turn, you can use your Guided Shot feature without expending a Channel Divinity use.
  • Whenever you hit a creature with a ranged weapon, the creature takes an extra 1d6 radiant damage. If you also use your Divine Shot feature with an attack, you add this damage to the extra damage of your Divine Shot.

Once you use this feature, you cannot use it again until you finish a long rest.

Shadowspy

An agent of Pelor's Shadow Guard, a Shadowspy voluntarily steps into the shadow of the night and the lawless in order to preserve the light and the innocent. Shadowspies are recruited by Shadowstrikers, the openly known associates of the churches of Pelor and Hieroneous, who trust the agents' devotion to their faith and the zeal to vanquish the evil by all means and costs.

Life as a Shadowspy is lonely and secret. Shadowstrikers deny the very existence of secret service that collects rumors and witnesses of the wrong side of the town, and inhumes the evil overlords and criminal masterminds. But a Shadowspy always know that somewhere there is a crime happening, and the culprits will be coming with them, dead or alive — in most cases, and preferably, dead.

Restriction: Pelor's Shadow Guard

Paladins who choose to become a shadowspy must be a devoted follower of Pelor or Heironeous, and recruited by a shadowstriker to engage in espionage missions.

Oath of the Divine Espionage serves as the generic name for this oath if you use it in other campaign settings or to model other paladins.

Tenets of the Shadowspy

Paladins who devote themselves as members of shadowspy are bound to the following tenets.

We Work In The Dark. I do not exist. I do not reveal myself. If I ever have to introduce myself, it is either in fake name and identity, or anyone who so as much see or hear me cannot speak they did.

We Serve The Light. My mission is to vanquish the evil that still lingers on in the darkest corners of the world. I have people to protect — people who needs the most desperate help, regardless of its shape and methods.

We Never Sleep. I am the vigilant eyes and ears of the Shadow Guard. Every words I hear, every proofs I see, are most valuable for my duty.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd detect magic, silent image
5th detect thoughts, zone of truth
9th clairvoyance, nondetection
13th arcane eye, locate creature
17th passwall, modify memory

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Divine Revelation. As a bonus action, you can use your Channel Divinity option to choose one creature you can see within 60 feet of you. An unwilling creature must succeed on a Wisdom saving throw against your paladin spell save DC to avoid this effect.

For 1 minute, you can telepathically communicate with the target as long as you can see it, and automatically know when the target is lying. You do not need to share a language with the target for it to understand your telepathic messages, but it must be able to understand at least one language.

Personal Eclipse. As an action, you can use your Channel Divinity option to turn invisible for 1 minute or until you take an action, cast a spell, or your concentration is broken (as if concentrating on a spell).

Aura of Anonymity

By 7th level, as long as you are conscious, you and other friendly creatures within 10 feet of you add your Charisma modifier to Dexterity (Stealth) checks made to hide and Charisma (Deception) checks made to disguise (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Hide in Plain Sight

Starting at 15th level, when you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Master Shadowspy

At 20th level, you can enter the state of focus and concentration, channelling the divine power to become a sleepless vigilante of your deity. For 1 minute, you gain the following benefits:

  • You gain truesight out to a range of 30 feet.
  • You have advantage on all Intelligence (Investigation) and Wisdom (Perception) checks, and no attack roll has advantage against you.
  • You gain immunity to psychic damage, your thoughts cannot be read by telepathy or other means unless you allow to do so.
  • Once on each of your turn when you hit a creature with a melee weapon attack, you can deal 5d8 radiant damage with the attack if you have advantage on the attack roll.

Once you use this feature, you cannot do so again until you finish a long rest.


Spells

The following lists indicate which classes get the spells in this document.

Cleric

1st Level

  • divine admonishment (enchantment)
2nd Level

  • divine trial (enchantment)
  • zeal (abjuration)
3rd Level

  • sustain life (necromancy)
  • wrack (necromancy)
4th Level

  • divine agility (transmutation)
  • haven (abjuration)
5th Level

  • purifying blaze (evocation)
  • divine visage (conjuration)

Paladin


1st Level

  • divine admonishment (enchantment)
2nd Level

  • inspiring smite (evocation)
  • zeal (abjuration)
3rd Level

  • demolishing smite (evocation)
  • heroic second wind (necromancy)
 
4th Level

  • divine agility (transmutation)
5th Level

  • aura of vigor (evocation)
  • purifying blaze (evocation)
  • revenance (necromancy)

Spell Descriptions

The spells are presented in alphabetical order.

Aura of Vigor

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Divine vigor radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you.

When you or a friendly creature starts its turn in the aura, it regains 1d10 hit points.

Demolishing Smite

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 3d6 bludgeoning damage, and the damage dealt with that attack ignores the target's resistance and immunity.

Divine Admonishment

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a holy symbol)
  • Duration: Concentration, up to 1 minute

You present your holy symbol to one creature you can see within the spell's range, condemning it with divine authority. The target must succeed on a Charisma saving throw or becomes affected by this spell.

When the creature hits a creature with an attack while it is under the effect of this spell, it must make a Charisma saving throw. The creature takes psychic damage equal to 1d6 plus the damage it dealt with the attack, or half as much damage on a failed save.

At the each of its turn, the target can make a Charisma saving throw. If it succeeds, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Divine Agility

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (holy water and powdered pearl, sprinkled on the target)
  • Duration: Concentration, up to 1 minute

You bless one creature you touch, assuring divine protection against harmful effects. During the spell's duration, when the blessed creature is subjected to an effect that allows to make a Dexterity saving throw to take half damage, it instead takes half damage on a failed save, and no damage on a successful one.

Divine Trial

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a holy symbol)
  • Duration: Concentration, up to 1 minute

You present your holy symbol to one creature you can see within the spell's range, putting it to test with divine authority. The target must succeed on a Charisma saving throw or becomes affected by this spell.

Until the spell ends, when the creature fails on an ability check, an attack roll, or a saving throw, the creature takes 1d8 psychic damage immediately after the roll.

At the each of its turn, the target can make a Charisma saving throw. If it succeeds, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.

Divine Visage

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a statuette of the deity decorated with ruby and diamonds worth 500 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You channel your deity's divine authority, becoming a proxy for your deity for a short period of time. When you cast this spell, choose one option from the list below:

  • When you cast this spell, and again at the start of each of your turn until the spell ends, each creature within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, a creature is charmed or frightened of you (your choice). On a successful save, a creature becomes immune to this effect for the next 24 hours.
  • When you cast this spell, and again at the start of each of your turn until the spell ends, you and up to three creatures within 30 feet of you that you choose regains 2d8 hit points.
  • Until the spell ends, you gain resistance to up to three of the following damage type: bludgeoning, necrotic, piercing, radiant, slashing.
  • Until the spell end,s you gain resistance to damage from spells.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level or higher, you can choose two options from the list. When you cast this spell using a 9th-level spell slot, you can choose three options from the list.

Haven

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a holy symbol)
  • Duration: 1 minute

You bless one creature you touch, assuring your protection for it. Until the spell ends, whenever the affected takes damage, you can use a reaction to halve the damage it takes, and you take psychic damage equal to damage it took. This damage ignores your resistance and immunity.

Additionally, as long as the affected creature is within 30 feet of you, you can cast a spell with a range of touch against the creature without touching it.

Heroic Second Wind

3rd-level enchantment


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a parchment with holy scribes written in rare ink worth 50 gp, which the spell consumes)
  • Duration: 1 minute

You channel a strain of vitality through your divine power, allowing you to overcome one fatal blow. When you drop to 0 hit point while under the effect this spell, you drop to 1 hit point instead, you gain temporary hit points equal to 2d10 plus your spellcasting ability, and the spell ends.

Inspiring Smite

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 2d6 radiant damage, and you can choose yourself or one friendly creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to damage you dealt with the attack.

Purifying Blaze

5th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of ash, powdered charcoal, or sawdust, sprinkled on the target)
  • Duration: Instantaneous

When you touch a creature as you cast this spell, the creature bursts into magical flame that burns away poison, diseases, and magical effects on the target. Any disease, poison, and spell of 5th level or lower on the target ends.

If the target is unwilling, it must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and 3d6 radiant damage, in addition to the spell's normal effect. On a successful save, the target takes half as much damage and is unaffected by the spell's normal effect.

Revenance

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (onyx worth 250 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You touch a dead creature that has been dead for no more than 1 hour, that did not die of old age, and that is not undead. If its soul is free and willing, the target temporarily returns to life, but its hit points remain at 0.

While under the effect of this spell, having 0 hit points does not knock the target unconscious, and it does not make death saving throws, although it still dies when it takes damage equal to or higher than its hit point maximum.

This spell does not restore any mortal wounds or missing body parts.

This spell cannot resurrect a creature completely and permanently. The target cannot cast spells or regain hit points, and it instantly dies when the spell ends. Once the target dies again, nothing short of divine intervention can bring it back to life.

Sustain Life

3rd-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a ceramic bowl filled with rare fruits and herbs worth 100 gp, which the spell consumes)
  • Duration: 24 hours

You imbue one creature you touch with vitality, sustaining its life without additional nourishing. Until the spell ends, the creature does not require food or water to survive.

Wrack

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of blood or bile)
  • Duration: Concentration, up to 1 minute

Choose a creature other than construct, elemental, or undead that you can see within range. The target must succeed on a Concentration saving throw or becomes wracked with pain from sudden blisters, rash, and scars from its body, falling prone and becoming incapacitated for the duration.

At the end of each of its turns, the target can make another Constitution saving throw to overcome the wrack. On a successful save, the creature is no longer incapacitated, but the pain lingers on, imposing disadvantage to all ability checks, attack rolls, and saving throws for the duration.

A greater restoration cast on the target automatically ends the spell, as well as any other effect that removes a disease.

 

Zeal

2nd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 1 minute

You invoke divine safeguard on a creature you touch, which protects the target from one hostile creature you designate when you cast this spell. The designated target must be within your line of sight out to 60 feet from you.

For the duration, the protected creature gains a +2 bonus to Armor Class against the designated target's attack, and +2 bonus to all saving throws made to avoid or resist effects from the designated target.

When the designated target becomes incapacitated before the spell ends, you can use a bonus action on a subsequent turn of yours to designate a new creature.

Credits

All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.

Cleric Domain: Darkness Domain. Originally posted on the Homebrewery tool.

All deities from the example are derived from other works: Azura and Nocturnal is from Elder Scrolls; Dithmenos is from Dungeon Crawl; Nyx is from Greek mythology, but influenced by Persona 3 here; and Pitch Black is from Rise of the Guardians.

Cleric Domain: Madness Domain. Originally posted on the Homebrewery tool.

All deities from the example are derived from other works: Azathoth is from Cthulhu mythos; Discord is from My Little Pony: Friendship is Magic; Sheogorath is from Elder Scrolls; and Xom is from Dungeon Crawl.

Paladin Sacred Oath: Oath of Silence. Originally posted on D&D Wiki and the Homebrewery tool.

All deities and organizations from the example are derived from other works: Trog is from Dungeon Crawl; Shala Karanok is from the Forgotten Realms setting; the Order of the Aeol Dria is from Dota 2; and the Order of Seropaene is from NetHack.

Paladin Sacred Oath: Oath of Vigilance. Originally posted on the Homebrewery tool.

All deities and organizations from the example are derived from other works: Cernunnos is from Celtic mythology; the Healing Church is from Bloodborne; and Hunters of the Grimm is from RWBY.

Paladin Sacred Oath: Shadowspy. Converted from 3.5rd edition supplement Complete Champion. Originally posted on the Homebrewery tool.

Some lines from the film Robocop are quoted for the description.

The "We Work In The Dark" and "We Serve The Light" is from the videogame Assassin's Creed. The "We Never Sleep" is from real-life detective agency Pinkerton, formerly known as Pinkerton National Detective Agency.

Spells. Some spells are converted from and/or inspired by spells and feats from 3.5rd edition supplements Complete Champions and Complete Divine.