A Cluster of Clerics
Ancestors Domain
Not all clerics must worship a discreet deity. Some profess faith in entire pantheons, others in concepts or ideas, and others still place their trust in the revered dead; the spirits of their ancestors who watch over them from beyond the veil. Clerics of the ancestors domain often practice rituals to honour and appease these spirits, such as attending to their graves or telling stories that remember their deeds.
Ancestors Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared
Cleric Level | Spells |
---|---|
1st | Identify, Unseen Servant |
3rd | Augury, Borrowed Knowledge |
5th | Speak with Dead, Spirit Guardians |
7th | Divination, Guardian of Faith |
9th | Commune, Legend Lore |
Ancestral Guidance
At 1st level, you can call upon the wisdom of a venerated ancestor to guide you. When you make an ability check, you can call upon your ancestors’ aid to roll a d8, and add the result to the roll. You must choose to do so before the roll is made. You can use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Channel Divinity: Call Lar
At 2nd level, you can use your Channel Divinity to summon an ancestral spirit sworn to your defense, called a lar. As an action, you can cause your lar to manifest in an unoccupied space that you can see within 10 feet of you. The spirit manifests for 1 minute, until it is reduced to 0 hit points, until you use this feature to summon it again, or until you die. When you summon your lar, you choose which of your ancestors is summoned: a Warrior, a Hunter or an Elder.
In combat, the lar shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the lar can take any action of its choice, not just Dodge.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mighty Ancestors
Also starting at 8th level, your ancestral lares grow in power. The damage of your lar's Forceful Strike is increased by 1d8, the damage of its Distant Strike is increased by 1d6 and the amount of healing provided by its Aid the Ailing feature is increased by an amount equal to your Wisdom modifier.
Unleash Lares
At 17th level, as an action you can unleash the full wrath of your ancestral host in a terrifying, ghostly display. Allied creatures within 30 feet of you gain temporary hit points equal to 2d8+ your cleric level, while other creatures of your choice must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. A creature can repeat the save at the end of each of their turns, ending the effect on a success. Once you have used this ability, you cannot do so again until you finish a long rest.
Ancestral Lar
Medium Undead
- Armor Class 13 (natural armour) or 15 (Warrior Only)
- Hit Points 3 + three times your cleric level
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 10 (0) 16 (+3) 15 (+2)
- Damage Resistances Necrotic
- Damage Immunities Poison
- Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses darkvision 60 ft., passive Perception 13
- Languages understands the languages you speak
- Challenge —
- Proficiency Bonus: equals your proficiency bonus
Wise Counsel (Elder Only) When the lar uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of it, rather than 5 feet of it, if the target can see or hear it. Additionally, if a creature benefits from this help action they gain temporary hit points equal to your PB.
Actions
Forceful Strike (Warrior Only) Melee Weapon Attack: your spell attack modifier to hit, range 5ft., one target. Hit: 1d8 + PB necrotic damage, and the lar gains temporary hit points equal to your PB.
Distant Strike (Hunter Only) Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB necrotic damage.
Aid the Ailing (Elder Only) 1/Day A creature with 0 hit points that the lar touches regains hit points equal to your Proficiency bonus.
Intoxication Domain
Intoxicating substance are present across all civilisations. They are the gift of brief madness that allows those constrained by societal bonds to break free of their inhibitions, for a little while. Gods of intoxication are often thought of as comic or foolish by those who do not understand them, but the truth is that such beings are gods of life and nature, madness and death. Like dead grapes transformed into fermented wine, clerics of the intoxication domain are reborn beyond the invisible bonds that we chain ourselves with. And they bear gifts.
Intoxication Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared
Cleric Level | Spells |
---|---|
1st | Bane, Purify Food And Drink |
3rd | Aid, Calm Emotions |
5th | Beacon of Hope, Bestow Curse |
7th | Aura of Life, Death Ward |
9th | Contagion, Geas |
Bonus Proficiencies
When you choose this domain at first level, you gain proficiency with Brewer’s Kits.
Gift of Madness
Also starting at first level, your deity addles the minds of those set against you. As a bonus action on your turn, you may attempt to drive mad a creature you can see within 60 feet. The creature must make a Constitution saving throw against your spell save DC, or become charmed by or frightened of you (your choice) until the start of your next turn. 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: Induce Revelry
At 2nd level, you can use your Channel Divinity to bring merriment to the bleakest of places. As an action, you present your holy symbol and invoke roistering energy to intoxicate and make merry. Each creature of your choice that you can see within 30 feet must make a Constitution saving throw or be overwhelmed by a desire to revel for 10 minutes. Affected creatures have disadvantage on all attack rolls, ability checks and saving throws, and move at half speed as they sway and giggle. This effect ends early on all creatures if an affected creature takes any damage.
Liquid Courage
At 6th level, your magic makes your allies feel as if they could do anything. When you cast a spell targeting one or more creatures within 60 feet, you may choose a number of creatures targeted by the spell equal to your wisdom modifier (minimum of 1.) Chosen creatures gain temporary hit points equal to 1d4 + the spell’s level. These temporary hit points increase to 2d4 at 12th level, and 3d4 at 18th level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Icon of Indulgence
Starting at 17th level, your very presence is intoxicating. Creatures of your choice who start their turn within 10 feet of you, or enter there for the first time on their turn, must succeed on a Constitution saving throw or become charmed by or frightened of you (your choice) until the start of their next turn. If a creature’s saving throw is successful, the creature is immune to Icon of Indulgence for the the next 24 hours.
Infernal Domain
The worship of fiends is not well-regarded in most cultures, and for good reason. Devils are embodiments of pure and true evil, considered by many a stain on the multiverse. Yet, the hells are not just a place of evil, but of law. They are a place where cunning and strength is always rewarded, and weakness is never tolerated. There, order is enforced through power, and in a twisted sense, honour is paramount. There are some clerics to whom these qualities constitute a paradise, and the lords of the hells welcome them with open arms and wicked grins.
Infernal Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared
Cleric Level | Spells |
---|---|
1st | Disguise Self, Hellish Rebuke |
3rd | Darkness, Scorching Ray |
5th | Fireball, Stinking Cloud |
7th | Fire Shield, Wall of Fire |
9th | Immolation, Infernal Calling |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armour.
Spiteful Brand
At 1st level, when a creature you can see within 30 feet of you deals damage to you, you can use a reaction to mark them with a hellish brand until the end of your next turn, signifying the promise of your vengeance. When you deal damage to a creature marked by a spiteful brand, the creature takes an additional 2d8 fire damage and the brand is dispelled.
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. The fire damage increases to 3d8 at 8th level and 4d8 at 17th level.
Channel Divinity: Voice of the Pit
At 2nd level, you can use your Channel Divinity to infuse yourself with the allure of the hells as an action. For 1 hour, whenever you make a Charisma check, you gain a bonus to the check equal to your proficiency bonus. This benefit does not apply to checks benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Hellbound
At 6th level, you are destined for the fires of the hells, granting you resistance to fire damage.
Blood Pact
Also at 6th level, you can wield fiendish magic to enforce a contract, in accordance with the laws of the hells. If a willing creature or pair of creatures you are touching make a verbal promise to you or each other, you can bind their pact as an action. A creature who is charmed does not count as willing for the purpose of this ability. The pact remains bound until its terms are broken, you die or use this ability again. If a creature bound to a pact (including yourself) violates its terms, they immediately take a number of d8s of psychic damage equal to your cleric level. This damage cannot be resisted in any way. Additionally, you learn which creature broke the pact, and their precise location at the time they did so. As part of preparing to make their promise, a participating creature becomes magically aware of these consequences before you bind their pact.
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 fire damage. When you reach 14th level, the extra damage increases to 2d8.
Soul Trader
At 17th level, you can trade in the currency of the hells themselves. When you kill an evil creature, you can transmute their soul into a soul token, the size of a gold piece, which appears in your hand. You can hold up to 3 soul tokens, and you cannot create new soul tokens while you are already holding your maximum amount. If a soul token created by you is separated from your person, it vanishes after 1 minute. Soul tokens can be traded with the hells in order to receive powerful boons.
Life: When you are reduced to 0 hit points but not killed outright, you can expend a soul token to drop to 1 hit point instead.
Power: As an action, you can expend a soul token to regain a spell slot of 5th level or lower.
Wealth: As an action, you can expend a soul token to cause a pouch containing 1d4 x 100 gold pieces to appear in your hand.
Wisdom: As an action, you can expend a soul token to ask three questions. The GM replies truthfully with either 'yes,' 'no' or 'unclear.'
Travel Domain
Gods of travel protect wanderers, explorers and all who journey. Rather than temples, these deities are worshipped at crossroads and boundary markers, offering protection and guidance to those who respect their domain. Some are gods of order and demarcation, defending civilised folk from the dangers of the wilds. Others are wild themselves, walking beside far travelers and beasts of the forests and streams. Many are liminal in nature, presiding over a state of transition - over doorways, passages, even the gates of life and death. Itinerant clerics often worship such deities, providing offerings at their roadside shrines and extending their influence by protecting travelers and blazing trails to new and incredible places.
Travel Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared
Cleric Level | Spells |
---|---|
1st | Longstrider, Tenser's Floating Disk |
3rd | Misty Step, Vortex Warp |
5th | Fly, Phantom Steed |
7th | Dimension Door, Freedom of Movement |
9th | Passwall, Teleportation Circle |
Traveler's Favour
At first level, the blessing of your god allows you to travel unhindered. As a bonus action, you can grant yourself, or a creature you touch a blessing of travel until the start of your next turn. While blessed, a creature’s movement speed is increased by 10 feet, they are unaffected by difficult terrain and their movement does not provoke opportunity attacks. You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a long rest.
Channel Divinity: Boundary Stone
Starting at 2nd level, by performing a 10-minute ritual, you can cause a holy boundary stone – a symbol of your god often used to mark roads and the bounds of territory – to appear at a point on the ground within 10 feet of you. You can choose the appearance of your boundary stone, which occupies a 5-foot cube, such as a signpost or a sculpture depicting your god. You can cause your boundary stone to depict basic information about the surrounding area, giving directions and distances to nearby towns and landmarks. Your boundary stone is an object with an AC of 15, and hitpoints equal to 5 times your cleric level.
As an action, you can touch a boundary stone and expend a use of your Channel Divinity to cause you and a number of willing creatures within 10 feet equal to your Wisdom modifier to teleport up to 24 miles to another boundary stone of your choice. The number of boundary stones you can have erected at a time is equal to your proficiency bonus. When you create a new boundary stone after reaching this limit, you must choose one existing boundary stone to be destroyed.
Watcher at the Crossroads
At 6th level, in times of peril, your god opens unseen roads to you. When you or an allied creature you can see within 30 feet takes damage, you can use your reaction to teleport them up to 60 feet to an unoccupied point you can see.
Once you use this feature, you can't use it again until you finish a short or long rest.
Channel Divinity: Trailblazer
Also at 6th level, your channel divinity can grant you the power to overcome natural obstacles. As an action, you bless yourself for 1 hour. While blessed, you gain a climbing and swimming speed equal to your walking speed.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eternal Wanderer
At 17th level, nothing can obstruct your holy journey. You are always under the effects of the Freedom of Movement spell, and your movement speed is increased by 10 feet.
Improved War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
War Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared
Cleric Level | Spells |
---|---|
1st | Shield of Faith, Thunderous Smite |
3rd | Magic Weapon, Spiritual Weapon |
5th | Blinding Smite, Conjure Barrage |
7th | Staggering Smite, Stoneskin |
9th | Conjure Volley, Holy Weapon |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armour.
War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use your action to attack or cast a cleric spell of first level or higher, you can make one weapon attack as a bonus action.
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: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. Alternatively, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Zealous Focus
At 6th level, your iron faith makes you unshakeable in battle. When you make a Constitution saving throw to maintain concentration upon taking damage, the DC equals 7 or a quarter of the damage you take, whichever number is higher.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage.