Night Domain

Night Domain

The night is a time of secrets and unavoidable truths – darkness, fear, and subterfuge that unmask the true natures of men and beasts. While the night covers the terrestial world in darkness, it opens up the celestial world, letting us see the moon, stars, and other heavenly bodies. It is the obsidian mirror of the cosmos, reflecting the sincerity of man and the gods. Haliya is best known for her connection to the night, as the avenger and nocturnal hunter of that which would cause the end of the world. Another is the Night Maiden, using the night as the stage to perform clandestine acts of mercy and murder, all for a more noble world.

Night Domain Spells

You gain domain spells at the cleric levels listed in the Night Domain Spells tables. See Divine Domain class feature for how Domian Spells work.

Cleric Level Spells
1st dissonant whispers, sleep
3rd darkness, misty Step
5th bestow curse, fear
7th confusion, dimension door
9th dream, enervation

Night Stalker

At 1st level you gain proficiency with martial weapons, and the Stealth skill. You stalk and patiently wait for your targets in the darkness and strike with darkened steel.

Smiling Night

At 1st level, you become a full denizen of the night. You gain the ability to see in non-magical darkness up to 60 feet. If you already have Darkvision, extend that range by another 60 feet.

While in dim light or darkness, you can cast a spell without any verbal or somatic components. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

Channel Divinity: Night Terror

At 2nd level, you can use your Channel Divinity instill a deep unease that blossoms into a paralytic terror in your foes.

As an action, you brandish your holy symbol and create a sphere of darkness that lasts for an instant and incites the deepest of fears. Each hostile creature within 30 feet of you must make a Wisom saving throw, on a failed save the creature is frightened of you for 1 minute. The frightened creature must repeat the saving throw at the end of its turn, reducing its speed to 0 feet on a failure or ending the effect on a success.

Grasp of Darkness

At 6th level, you have advantage on attack rolls on frightened creatures, and anytime you hit a frightened creature with an attack, you reduce their speed to 0 feet for one round. You also gain the ability to see in magical darkness up to 60 feet.

Shadow of Night

At 8th level, the shadows and darkness are also your weapons. Once on each of your turns, when you miss a weapon attack, you can can make another weapon attack as part of the same action.

At 14th level, the looming fear and cold of the night are infused into your weapons. 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 or psychic damage to the target.

Dark Horror

At 17th level, you are immune to the Frightened and Paralyzed conditions. Whenever you drop a hostile creature to 0 hit points, any hostile creatures within 30 feet that can see you must make a Wisdom saving throw, on a failed save the creature is restrained until the end of its next turn. On a successful saving throw the creature is immune to this effect for the next 24 hours. If a creature is immune to the Frightened Condition, it is also immune to this effect.

Idea taken from: http://homebrewery.naturalcrit.com/share/r1aFZOCJz
and artwork by https://robshields.deviantart.com/art/Hunter-Hunted-441323736

Freedom Domain

Freedom Domain

Those clerics are called to oppose tyranny and slavery, serve gods and goddesses of liberty such as Ilmater, Mielikki, Celestian, Truthereon, Yondolla, Hermes, Athena, Columbia, Marianne and Britannia. They believe all men are born free and thus they should remain. They fight for the oppressed.

Freedom Domain Spells

Cleric Level Spells
1st Heroism, Sanctuary
3rd Nystul’s Magic Aura, Pass without Trace
5th Nondetection, Remove Curse
7th Dimension Door, Freedom of Movement
9th Circle of Power, Passwall

Mouthpiece of Divine

At 1st level the Cleric gains advantage on saving throws against being Silenced. If the effect does not normally allow a saving throw the Cleric can on each of their turns take a Charisma saving throw; on a success they may speak normally until the start of their next turn. The DC of the save is either the user of Silence effect’s Spell Save DC or 8 + their Charisma Modifier + their proficiency bonus.

Channel Divinity: Liberate

Starting at 2nd level, you can use your channel divinity to free allies from malicious magical entrapment or enslavement. As an action you present your holy symbol and choose a number of allies up to your Wisdom modifier (minimum 1) that are within 30 feet of you who are under the effects of any magical Charm, Hold, Mind Control or Binding effect. The effect is immediately dispelled.

Rampart

At 6th level, you become immune to being Charmed. They also gain advantage on saving throw against being Paralyzed. In addition you add your proficiency modifier to checks made to escape from bonds, as well as saving throws against being mind controlled,

Emancipator’s Strike

Starting at 8th level, you can empower your melee attacks dealing an additional 1d8 Radiant damage.  At 14 level this damage increases to 2d8.

Out of Sight, Out of Mind

At 17th level, you cannot be targeted by Divination magic. In addition you and any you travel with cannot be perceived through magical scrying sensors as if under the effects of the Nondetection spell.

Spider Domain

Spider Domain

The Spider Domain is under the exclusive purview of a single deity: The Spider Queen, Lolth, a capricious goddess that delights in torment, subterfuge, and dominating the weak. She is especially revered by the drow, but sinister creatures of every type make offerings to her, including petitioners who worship in secret on the surface. Customarily, Lolth only bestows clerical powers upon female priests, but there are always rare exceptions when it serves the Spider Queen’s schemes.

The spider domain deals in secrets, subterfuge, assassination, and wanton cruelty. Clerics that make this domain their own are rarely anything other than evil.

Spider Domain Spells

Cleric Level Spells
1st charm person, disguise self
3rd spider climb, web
5th fear, vampiric touch
7th dominate beast, giant insect
9th dispel evil and good, dominate person

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with the Stealth skill, whips, and poisoner’s kits.

Web Walker

Also at 1st level, you gain a climbing speed equal to your movement speed. Additionally, you ignore movement restrictions caused by webbing and you are immune to the effects of the web spell.

Channel Divinity: Venom

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to coat a melee weapon you are holding with a paralytic poison. The next time you hit a creature with a melee weapon attack within the next minute, it must succeed on a Constitution saving throw. A creature that is immune to being poisoned automatically succeeds this saving throw. On a failed save, the creature takes poison damage equal to your cleric level and becomes paralyzed for 1 minute. On a successful one, it takes half as much damage and is not paralyzed. A creature paralyzed by this ability can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

Blessing of the Spider Queen

Starting at 6th level, you have a divine connection to spiders of all types. Any spider that can see you is considered charmed by you, and can communicate with you as if you were under the effect of the speak with animals spell.

Additionally, you learn the spell conjure animals, which you can use only to summon giant spiders, giant wolf spiders, or swarms of spiders, unless you also know this spell from another source.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the poisoning bite of a spider. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Domination

Starting at 17th level, you learn the dominate monster spell. When you cast the spells dominate beastdominate monster, or dominate person, you ignore a target’s immunity to being charmed. Additionally, you can use your bonus action, instead of your action, to take total and precise control of a target.

Dragon Domain

Dragon Domain

Mighty creatures of awesome size and primal magics, dragons have inspired awe in the common folk for eons – sometimes being worshiped like gods, other times worshiped as gods: Bahamut the platinum dragon, Tiamat the rainbow wyrm and Sardior the flawless. These god like beings imbue a fraction of their power unto their most devout followers.

Domain Spells

Cleric Level Spells
1st identify, chromatic orb
3rd alter self, enlarge/reduce
5th elemental weapon, fear
7th leomund’s secret chest, mordenkainen’s private sanctum
9th legend lore, circle of power

Bonus Proficiency

When you choose this domain at 1st level you gain proficiency with heavy armor.

Dragon’s Eye

At 1st level the cunning sight of your god has been passed onto you, You gain proficiency in the Perception skill Your proficiency bonus is doubled for any ability check that uses this skill.

Draconic Gift

Choose a Dragon type from the Draconic Gift table. The damage type, breath weapon and color associated with each dragon is used by features you gain later.

Breath Weapon

Dragon Damage Type Breath Weapon
Black Acid 5 by 30ft. line (Dex Save)
Blue Lightning 5 by 30ft. line (Dex Save)
Brass Fire 5 by 30ft. line (Dex Save)
Bronze Lightning 5 by 30ft. line (Dex Save)
Copper Acid 5 by 30ft. line (Dex Save)
Gold Fire 15 ft. cone (Dex save)
Green Poison 15 ft. cone (Con save)
Red Fire 15 ft. cone (Dex save)
Silver Cold 15 ft. cone (Con save)
White Cold 15 ft. cone (Con save)

Channel Divinity: Heart of The Dragon

At 2nd level you may use a bonus action to present your holy symbol and channel the draconic might of your gods. Your Draconic Gift determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic gift. A creature takes 2d10 +your cleric level damage on a failed save, and half as much damage on a successful one.

Channel Divinity: Winged Form

At 6th !eve~ as an action you may present your holy symbol and gain the gift of flight. A pair of dragon wings sprout from your back, granting you a flying speed equal to your current speed, your wings last for 1 minute before receding into your body.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

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 type on the draconic gift table to the target. When you reach 14th level the extra damage increases to 2d8.

Soul of The Dragon

At 17th level you act as a conduit to your god’s true power. You can transform yourself into an adult dragon of your color as shown in the draconic gift table as an action as if with the polymorph spelL but you retain better ability scores, senses and proficiencies if you wish, in addition to gaining those of the creature. While transformed this way you do not have access to any of your class features.

Once you use this feature, you can’t use it again until you finish a long rest.

Destruction Domain

Destruction Domain

Some gods revel only in the crushing of walls and the burning of cities. The gods of destruction – such as Bane, Erythnul, Sirrion, and Maglubiyet – train their clerics to oppose the forces of creation. These deities need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of death and rebirth.

Clerics who follow gods of destruction often have a deep personal connection with their chosen deity. In some cases, they were spared from destruction in order to wreak it upon others; in others, they have pleaded with the god for priesthood to destroy a single foe; other still simply worship their god out of fear.

Destruction Domain Spells

Cleric Level Spells
1st burning hands, witch bolt
3rd flame blade, scorching ray
5th fireball, lightning bolt
7th blight, wall of fire
9th cloudkill, cone of cold

Bonus Proficiencies

At 1st level, you gain proficiency with one martial melee weapon and one martial ranged weapon of your choice.

Devastation Initiate

At 1st level, you learn two evocation cantrips of your choice which count as cleric cantrips for you.

Channel Divinity: Ruin

By 2nd level, as a bonus action, you can visit destruction on a single creature you can see within 60 feet. This creature must make a Constitution saving throw. On a failed save, the creature’s Armor Class is reduced by 4 for 1 minute, or is reduced by 2 on a successful save.

Havoc Spell

Starting at 6th level, when you deal damage to a creature with a spell, you can expend one cleric spell slot to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Potent Spellcasting

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

Baneful Spell

Beginning at 17th level, when you cast a cleric spell that deals damage, it ignores damage resistances. If a creature is immune to a damage dealt by your spell, it is treated as only having resistance against it. Additionally, your spells deal double damage against objects.