New Cleric Domains

Search GM Binder

New Cleric Domains

Ambition Domain

The Ambition Domain focuses on the struggle to survive that is inherent in the divine design of the universe. All life is locked in a cycle of competition, a perpetual story of predators and prey. Gods whose portfolios include the Ambition Domain encourage their followers to be the predators. Clerics of these gods teach that life has a natural hierarchy, and striving to climb this hierarchy - and gaining power, fame, and fortune in the process - is the godliest thing mortals can do.

Ambition Domain Spells
Cleric Level Spells
1st bane, disguise self
3rd mirror image, ray of enfeeblement
5th bestow curse, vampiric touch
7th death ward, dimension door
9th dominate person, modify memory

Bonus Proficiency


When you choose this domain at 1st level, you become proficient in Charisma (Intimidation) if you aren't already.

Intimidate the Meek


Also at 1st level, you . can exert divine energy to intimidate an attacking enemy.

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 by filling the attacker with uncertainty. An attack that can't be charmed is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest

Channel Divnity: Air of Authority


Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Charisma saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Channel Divinity: Dictate Action


Starting at 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to decide the target of that attack, using your Channel Divinity. You make this decision after you see the roll, but before the DM says whether the attack hits or misses. The new target must be in range of the attacker. If there is no other valid target for the attack in range, the attacking creature instead does nothing and loses its action.

Potent Cantrip


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

Master Manipulator


Starting at 17th level, when you use your Air of Authority feature and a creature fails its saving throw, the effect lasts for one minute. You can also place all affected creatures under the effect of a Suggestion (as per the 2nd level spell, no additional action required) for the same duration. This effect does not require your concentration.


Beauty Domain

Beauty is about more than just attractiveness and physical desire. Divine beauty is a exaltation of all that is pleasing to both the eye and the spirit. Gods of beauty tend to be associated with love and fertility, but also art, music, revelry, friendship and truth. Clerics who walk the path of beauty strive to always seek light over darkness, good over evil, and love over hate.

Beauty Domain Spells
Cleric Level Spells
1st charm person, heroism
3rd enthrall, suggestion
5th beacon of hope, hypnotic pattern
7th charm monster, compulsion
9th dominate person, hold monster

Bonus Proficiency


When you choose this domain at 1st level, you become proficient in Charisma (Persuasion) if you aren't already.

Something Worth Fighting For


Also at 1st level, you gain the ability to invoke divine beauty to embolden your allies.

Choose a number of creatures up to your Wisdom modifier (minimum of 1) within 30 feet of you and that has line of sight to you. Those creatures gain temporary hit points equal to your cleric level. In addition, the next time each of those creatures rolls an attack roll or a saving throw, it gets a bonus on that roll equal to your Charisma modifier (minimum of 0). Once you use this feature, you cannot use it again until you finish a long rest.

Channel Divnity: Rebuke the Violent


Beginning at 2nd level, you can use your Channel Divinity to rebuke those who lash out against you with violence. When a creature you can see deals damage to you, you can use your reaction to force that creature to make a Wisdom saving throw. If the creature fails the save, it suffers radiant damage equal to the amount of damage it inflicted on you. On a failed save, the creature suffers half as much damage.

Channel Divinity: Stay the Sword


At 6th level, you gain the ability to soothe the passions of violence. As an action, you can use your Channel Divinity to make all creatures within 60 feet of you, including yourself, be affected by the effects of the Sanctuary spell. This effect lasts for 1 minute, and does not require your concentration.

Potent Cantrip


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

Intimidating Visage


Starting at 17th level, you become an avatar of unearthly beauty. Your enemies attack with uncertainty and are intimidated by the wondrous beauty that radiates from you.

Whenever a creature attacks you, it suffers a penalty on its attack rolls equal to your Charisma modifier (minimum of 1). Also, whenever a creature has to make a saving throw against your spells or abilities, it does so with a penalty equal to your Charisma modifier (minimum of 1).

Luck Domain







The Luck Domain focuses on the randomness of life, and how that randomness can affect the living in ways both fortuitous and ruinous. Gods of luck and fortune love placing a divine thumb on the cosmic scales, sometimes to help those in need, often simply as a source of amusement. Clerics of this domain teach lessons of taking chances, rolling with the punches and never growing too attached to anything, lest one's luck change unexpectedly.

Luck Domain Spells
Cleric Level Spells
1st bane, bless
3rd blur, enhance ability
5th haste, slow
7th death ward, freedom of movement
9th circle of power, skill empowerment

Luck of the Draw


When you select this domain at 1st level, you gain proficiency with a gaming set of your choice. Additionally, when you roll a check for this gaming set, you can choose to do so with advantage. Once you use this ability, you cannot use it again until you finish a long or short rest.

Long Range Luck


Also at 1st level, if you choose the Guidance or Resistance cantrip, you can cast it at a range of 30 feet. If you choose both of these cantrips, you must choose which one can be cast at a distance.






























Channel Divinity: Fortune's Favor


Starting at 2nd level, when you make an attack roll, a saving throw or an ability check, you can use your channel divinity to reroll it. You make this decision after seeing the original roll. You choose whether to use the original roll or the reroll.

Channel Divinity: Arbiter of Chance


At 6th level, you gain the ability to affect the fortunes of those around you. Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw or an ability check, you can use your reaction to make the creature roll again, using your channel divinity. You make this decision after seeing the original roll, but before the DM says whether it is successful or not. The creature must use the new roll. Luck points cannot be spent on this reroll.

Potent Cantrip


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

Better Lucky Than Good


Starting at 17th level, whenever you fail an attack roll, a saving throw, or an ability check, you can choose to succeed instead. You then must finish a long rest before you can use this ability again



































Ruin Domain

Everything that begins must eventually end, all that ripens inevitably decays, all that is built shall be torn asunder. This is the testament of the domain of Ruin, and the vow of its adherents is to help the process along as much as possible. More than simple disciples of death, followers of the gods of ruin seek to teach the world a fierce lesson in the impermanence of all things. Gods whose portfolios include the Ruin Domain are often associated with the apocalyptic ends of whatever realms they are worshiped in.

Ruin Domain Spells
Cleric Level Spells
1st bane, dissonant whispers
3rd blindness/deafness, crown of madness
5th bestow curse, vampiric touch
7th banishment, sickening radiance
9th contagion, synaptic static

Bonus Proficiency


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

Mercinary of Ruin


Starting at 1st level, when you reduce a creature to 0 hit points with a melee weapon attack, you can make a melee weapon attack against another creature within reach as a bonus action.

Channel Divinity: Devastating Blow


Starting at 2nd level, you can land powerful attacks that penetrate all defenses. When you hit a creature or object with a melee weapon attack, you can use your Channel Divinity to cause that hit to inflict the maximum possible damage, rather than rolling. This damage cannot be reduced in any way.

Lay Waste


At 6th level, you gain the ability to drain the vitality from your opponents in combat. When you cause damage to a creature from a weapon attack or a spell that targets only one creature, you can force that creature to roll a Constitution saving throw against your spell save DC. On a failure, the creature gains one level of exhaustion. You can use this feature a number of times equal to your Wisdom modifier (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 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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Shared Suffering


At 17th level, you can submit to a ruinous fate, taking others down with you. As an action, you can cause all creatures within 10 feet of you, including yourself, to suffer radiant or necrotic damage (your choice) equal to your current hit points. You cannot reduce this amount of damage to yourself in any way. Once you use this ability, you cannot use it again until you finish a long rest.

Shadow Domain

Those who worship shadow gods understand the value of keeping a low profile. Thieves, smugglers, assassins and other miscreants are commonly found among this flock. While priests of other gods set out to proselytize the masses, churches of shadow are run more like secret societies, with adherents often surveilling prospective new congregants for days or weeks before revealing themselves and formally offering indoctrination. So sincere is the devotion to remaining unseen that the most successful shadow religions are commonly believed to be mere myth and rumor.

Shadow Domain Spells
Cleric Level Spells
1st arms of hadar, cause fear
3rd blindness/deafness (blindness only), darkness
5th blink, hunger of hadar
7th shadow of moil, evard's black tentacles
9th contagion, enervation























Bonus Proficiency


When you choose this domain at first level, you gain proficiency in Dexterity (Stealth).

Eyes of the Night


When you choose this domain at 1st level, you gain darkvision to a range of 30 feet. If you already have darkvision, your range increases by 30 feet.

Shroud of Darkness


Starting at 1st level, you can reflexively invoke the power of darkness to protect you from harm by shrouding yourself in a shadow. 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, clouding the vision of the attacker before it hits or misses. An attacker with blindsight or that cannot 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.

Channel Divinity: Shadow Strike


Starting at 2nd level, you can use your Channel Divinity as a bonus action to fade into the shadows and land lethal strikes. You gain advantage on all Dexterity (Stealth) checks. If you deal damage to a creature that cannot see you using a spell or weapon attack, you also deal sneak attack damage as if you were a rogue of the same level as your cleric level. This benefit lasts for one minute.

Shadow Strike Bonus Damage
Cleric Level Damage Cleric Level Damage
1st - 2nd 1d6 11th - 12th   6d6
3rd - 4th 2d6 13th - 14th   7d6
5th - 6th 3d6 15th - 16th   8d6
7th - 8th 4d6 17th - 18th   9d6
9th - 10th 5d6 19th - 20th 10d6























Enduring Darkness


Starting at 6th level, your Shroud of Darkness allows you to seek retribution against those who would harm you. When you use your Shroud of Darkness, the attacker must roll a Wisdom saving throw against your spell DC. On a failed save, the attacker is blinded until the end of your next turn.

Potent Cantrip


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

Dark Communion


Starting at 17th level, you gain the ability to fade into shadow and become semi-corporeal. You gain hit points equal to your cleric level and gain resistance to all damage for one minute. For this duration, as a bonus action you can teleport up to 30 feet into any unoccupied location that is in dim light or darkness. Once you have used this feature, you cannot use it again until you finish a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.