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===Core Domains=== The core Domains in 5e's Player's Handbook are Knowledge, Life, Light, Nature, Tempest, Trickery, and War. '''Knowledge''' covers deities who value learning and understanding; although its observed that some gods hoard their knowledge while others coax their followers to seek forbidden secrets. At first level you gain the Blessings of Knowledge feat, which grants you two bonus languages and Expertise (apply double your proficiency bonus when making such checks) in two skills of your choice selected from a list of: Arcana, History, Nature or Religion. Its Channel Divinity is Knowledge of the Ages, which grants you 10 minutes of proficiency in a skill or tool of your choice. 6th level provides the Read Thoughts feat, letting you reach out and probe a victim's mind once per long rest; if they fail a Wisdom save, you can read their surface thoughts for the next minute and, when you break contact, can leave them under the effects of a Suggestion spell. At level 8 you gain the Potent Spellcasting feat, adding bonus damage to your Cleric cantrips equal to your Wisdom modifier. Lastly at level 17 you gain Visions of the Past, after a one minute long meditative ritual you may engage in post-cognition, divining the most recent history of either an object or your immediate vicinity. '''Life''' is, of course, the healing and fertility gods' Domain of choice, and is all about making you a better healer. Aside from a bevvy of curative Domain Spells, this Domain gives you free proficiency with Heavy Armor and the 1st level feature Disciple of Life, which causes your healing spells to grant 2 + the spell's level bonus hit points to the total they heal. Your Channel Divinity is Preserve Life, which lets you use Channel Divinity to heal up to 5 times your cleric level in hit points in any number of non-construct, non-undead creatures within 30 feet of you. Level 6 grants the Blessed Healer, which causes you to be healed of 2 + spell's level hit points whenever you cast a healing spell. Divine Strike, a level 8 feature, lets you deal +1d8 (+2d8 at 14th level) radiant damage with a weapon attack once per turn. Finally, at 17th level, you gain the Supreme Healing feature, which causes your dice roll-based healing spells to always restore the maximum possible hitpoints (so a 2d6 healing spell cast by you will automatically heal 12 HP). '''Light''' is a diverse domain mostly associated with deities of good, but whilst its fluff claims it can be metaphorical, its mechanics lean more towards the literal. If you liked the Laser Cleric build from 4e, this is the Domain that you want. Its Domain spells are all about making light and fire, and it grants Light as a bonus cantrip. Its level 1 feature is Warding Flare, where you can use a reaction in response to being attacked by a visible creature within 30 feet to impose Disadvantage on its attack roll, which you can do a number of times per day equal to your Wisdom modifier (minimum of 1). As this is flavored as being due to a sudden flash of light, creatures immune to blindness are unaffected by this feature. Your Channel Divinity is Radiance of the Dawn, which lets you burn a Channel Divinity to dispel magical darkness within 30 feet and to inflict 2d10 + your cleric level radiant damage on all hostile creatures within 30 feet of you - a successful Constitution save halves the damage, and being behind total cover protects them from all damage. Improved Flare, your 6th level feature, now lets you use Warding Flare to protect allies within 30 feet. At level 8, you gain the Potent Spellcasting feature, which adds bonus damage to your Cleric cantrips equal to your Wisdom modifier. Finally, at level 17, Corona of Light lets you envelop yourself in an aura of divine light for a minute as an action. Whilst your aura is up, you emit bright light for 60 feet and dim light for 30 feet, but any enemies within that bright light have disadvantage on saving throws against any spell that inflicts fire or radiant damage. '''Nature''' is the "so, why are [[druid]]s and [[cleric]]s not the same thing again?" Domain, focusing on control over plants and animals. Its Domain Spells all manipulate plants and animals, whilst at first level it gainst the Acolyte of Nature, which gives the cleric a free druid cantrip and proficiency in either Animal Handling, Nature or Survival. It also gets free heavy armor proficiency, which really doesn't make a lot of sense. Its Channel Divinity is Charm Animals and Plants, which... well, you can probably take a wild guess what it does. Dampen Elements, its level 6 feature, lets them burn a reaction to apply Resistance to acid, cold, fire, lightning or thunder damage delivered against either themselves or an ally within 30 feet. Their 8th level feature, Divine Strike, lets them add +1d8 (+2d8 at 14th level) bonus damage to a weapon attack once per turn, which can be cold, fire or lightning damage as they choose each time they use this feature. Finally, at 17th level they gain the Master of Nature feature, which lets them use a bonus action to verbally command animals & plants charmed by their Channel Divinity. '''Tempest''' is the Domain of storm gods, making it all about the weather, the thunder and the lightning. Granting bonus proficiencies with martial weapons and heavy armor, its 1st level feature is Wrath of the Storm, which lets you blast a visible foe within 5 feet of you with 2d8 lightning or thunder damage as a reaction if that creature hits you with an attack, although they can halve the damage with a Dexterity save and you can only do this a number of times per long rest equal to your Wisdom modifier (minimum of 1). This Domain's Channel Divinity is Destructive Wrath, which lets them burn a charge of Channel Divinity to max out the damage on a thunder or lightning attack. Level 6 grants Thunderbolt Strike, where dealing lightning damage to a Large or smaller creature lets the cleric push them up to 10 feet away. Another Domain with the Divine Strike 8th level feature, this one grants +1d8 (+2d8 at 14th level) Thunder damage on a weapon attack once per turn. Finally, at level 17, they gain the Stormborn feature, which grants them a Fly speed equal to their current walking speed whenever they're not underground or indoors. '''Trickery''' is the Domain of holy rogues and divine tricksters, all about mischief and deception. With an assortment of enchantment and illusion spells, plus dispel magic, dimension door and polymorph, as its Domain Spells, its 1st level feature is Blessing of the Trickster, which lets you grant a creature other than yourself Advantage on all Stealth checks for the next hour or until you bless somebody else, whichever comes first. Its Channel Divinity is Invoke Duplicity, which lets you create an illusory double that can cast spells for you and grant you advantage on attack rolls by double-teaming the same target, but can't physically interact with the world. At level 6, you gain a second Channel Divinity in Cloak of Shadows, which lets you become invisible until the end of your next turn, you attack or you cast a spell. Another Domain with the Divine Strike 8th level feature, this one grants +1d8 (+2d8 at 14th level) Poison damage on a weapon attack once per turn. Finally, Improved Duplicity at 17th level lets your Invoke Duplicity create up to four illusory doubles instead of the normal 1. '''War''' Domain Spells are all about bolstering attack or defense. It grants bonus proficiency with heavy armor and martial weapons. It's 1st level feat is War Priest, which lets you make a secondary weapon attack as a bonus action a number of times per day equal to your Wisdom modifier (minimum of 1). Its Channel Divinity is Guided Strike, which grants you a +10 bonus to an attack roll when invoked, which is done after you see your roll but before the DM tells you if this was a hit or a miss. Another Domain with two Channel Divinities, its level 6 one is War God's Blessing, which is the same thing as Guided Strike, but applied to an ally's attack roll as a reaction. Another Domain with the Divine Strike 8th level feature, this one grants +1d8 (+2d8 at 14th level) damage on a weapon attack once per turn, with the bonus damage being the same type as the base damage. Finally, 17th level grants you Avatar of Battle, which is permanent resistance to nonmagical bludgeoning, piercing and slashing damage.
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