Homebrew - Assorted Cleric Domains
Homebrew - Assorted Cleric Domains
Cleric Domains
At 1st level, a cleric gains the Divine Domain feature. Here are At the start of each of its turn, the engulfed target must
a number of homebrew options for that feature: Blaze, make a Constitution saving throw against your cleric spell
Darkness, Earth, Vice, Virtue, Water. save DC. The target takes fire damage equal to 1d6 + your
cleric level on a failed save, or half as much damage on a
Blaze Domain successful save.
Gods of blaze symbolizes the fierce and passionate energy Channel Divinity: Divine Wildfire
and imagery of fire, both natural and artificial. In the When you reach 6th level, as a bonus action, you can use your
(formerly) small, insignificant world of Pyrret, Taour the First Channel Divinity to conjure a streak of flame fueled with your
Pyre is the Old God that represents the domain of blaze. deity's divine energy. The flame appears in an unoccupied
A source of open fire is essential in any rites dedicated to space you can see within 30 feet of you. The flame sheds
the deities of blaze. A great ceremony often involves a large bright light out to 10 feet, and dim light out to 10 feet beyond
bonfire, the fire of which can be observed from miles away; a that. The flame can be covered or hidden, but not put out.
small, personal religious practice is never complete with at When the flame appears, it explodes in a small area. Each
least one lit candle. For the sake of dramatic presentation, creature within 10 feet of the flame and not behind total cover
these rituals are often performed during nighttime, when the must make a Dexterity saving throw against your cleric spell
fire exudes the brightest of the light and hottest of the heat. save DC. A creature takes fire damage equal to 1d6 + your
Blaze Domain Spells cleric level on a failed save, or half as much damage on a
successful one. The explosion also ignites flammable objects
Cleric Level Spells in the area that are not being worn or carried.
As a bonus action on your turn, you can move the flame up
1st burning hands, hellish rebuke to 15 feet in any direction and cause the flame to cause the
3rd flame blade, pyrotechnics explosion again.
5th fireball, protection from energy
The fire lasts for 1 minute or until your concentration is
broken (as if concentrating on a spell). You can dismiss the fire
7th fire shield⁎, wall of fire early on your turn (no action required).
9th conjure elemental⁎⁎, immolation
Blazing Touch
⁎
Unless you gain this spell from another source, you can only Beginning at 8th level, once on each of your turn when you hit
choose the warm shield with it. a creature with a special attack from your Pyre Touch, you can
⁎⁎ Unless you gain this spell from another source, you can only cause the attack to deal an extra 1d10 fire damage with the
summon fire elementals with it. attack. When you reach 14th level, the extra damage increases
to 2d10.
Bonus Cantrip
When you choose this domain at 1st level, you gain the control Pyre Soul
flames cantrip. This cantrip counts as a cleric cantrip for you. At 17th level, while you are concentrating on a cleric spell or
your Channel Divinity option, you emanate a fiery aura of your
Pyre Touch deity's divine energy. The aura sheds bright light out to 10
Also starting at 1st level, you can channel your deity's power to feet, and dim light out to 10 feet beyond that.
deliver a temporary, yet fierce heat through your hands. As an While you are emanating an aura, when a hostile creature
action, you can magically ignite a flammable object you touch first enters the area within 10 feet of you or starts its turn
with your hand — an object such as a torch, a piece of tinder, there, it must make a Constitution saving throw against your
or the hem of drapes. cleric spell save DC. The creature takes fire damage equal to
Additionally, you gain a new attack option that you can use 1d6 + your cleric level on a failed save, or half as much
with the Attack action. This special attack is a melee spell damage on a successful one.
attack that you are proficient with. You add your Wisdom
modifier to its attack and damage rolls. The attack deals fire Darkness Domain
damage, and its damage die is a 1d10. Gods of darkness have the greatest power in any locations,
however small, that is left untouched by the light. In the
Channel Divinity: Trial by Fire (formerly) small, insignificant world of Pyrret, G'Muum the
At 2nd level, when you hit a creature with a melee weapon Mistress of Veils is the Old God that represents the domain of
attack or a special attack from your Pyre Touch, you can use darkness.
your Channel Divinity to engulf the target in flames for 1 Contrary to the widespread notion, the deities that have the
minute or until your concentration is broken (as if darkness domain are not always evil or malicious. In many
concentrating on a spell). religions, the darkness is symbolized as the veil that embraces
The engulfed target sheds bright light out to 10 feet and all that suffers with peaceful silence and rest. It did not help,
dim light out to 10 feet beyond that. The engulfed creature though, that many evil-aligned deities takes darkness as their
cannot benefit from being invisible. source of power, symbolizing it as the fear of the unknown.
1
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Like their deities, followers and priests of the darkness hold Earth Domain
their religious events exclusively at night. With the minimum
source of light, the rites are often silent, solemn, and very Gods of earth symbolizes the untamed and primal earth, and
serious. Breaking this hallowed silence is considered as one extends to rocks, soil, and minerals it encompasses. In the
of the greatest blasphemy a mortal can commit against the (formerly) small, insignifcant world of Pyrret, Bardakk the
deity. Keeper of the Vault is the Old God that represents the domain
of earth.
Darkness Domain Spells Earth worship is commonly found along with the faith for
life and nature, given that most earth deities overlap with life
Cleric Level Spells and nature deities. However, an exclusive faith for the deities
1st fog cloud, silent image of earth can be observed in quarries and mines, where the
miners and workers pray for underground fortunes and ward
3rd darkness, pass without trace against any haphazards that can claim their life beneath the
5th fear, nondetection earth.
7th confusion, greater invisibility Earth Domain Spells
9th dream, mislead
Cleric Level Spells
2
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Vanguard of the Earth Additionally, you can speak, read, and write Deep Speech.
At 6th level, once on each of your turn when you hit a creature (Although written Deep Speech is very uncommon, you can
with a weapon attack, your Earthen Buffer regains a number read Deep Speech written in a script that you can read.)
of hit points equal to the damage dealt. Words from Far Beyond
Additionally, whenever you cast a cleric spell of 1st level or Also starting at 1st level, you can use an action to touch a
higher, your Earthen Buffer regains a number of hit points creature other than construct or undead, creating a psychic
equal to twice the spell's level. link between you and the creature. An unwilling creature must
This feature has no effect if your Earthen Buffer is reduced make a Wisdom saving throw against your cleric spell save
to 0 hit points and temporarily dismissed. DC to resist this effect.
Earth's Revolt As long as you and the linked creature are within 100 feet
Starting at 8th level, once on each of your turns when you hit a of each other, you can telepathically communicate with the
creature with a weapon attack, you can knock the target prone linked creature, and you can cast a cleric spell against the
if it is Large or smaller. creature even if the creature is out of your sight, as long as the
creature is within the spell' range.
Additionally, once on each of your turn when you cast a The link lasts for 1 hour or until you dismiss the link on
cleric cantrip that requires the target to make a saving throw your turn (no action required). You can have only one link at a
and the target fails on the saving throw, you can knock the time.
target prone if it is Large or smaller, in addition to the You can use this feature a number of times equal to your
cantrip's normal effects. Wisdom modifier (minimum of once). You regain all expended
Envoy of the Earth uses when you finish a long rest.
By 17th level, as long as you have at least 1 hit points Channel Divinity: Brainwave Backfire
remaining in your Earthen Buffer, you gain resistance against When you reach 2nd level, when a creature that you can see
bludgeoning, piercing, and slashing damage from nonmagical within 30 feet of you hits you with an attack, you can use your
weapons. Channel Divinity as a reaction to forcibly share the damage
Additionally, as long as you are conscious, you cannot be with the attacker. The creature takes psychic damage equal to
shoved or knocked prone by nonmagical means, and the area the damage you took + half your cleric level + your Wisdom
within 5 feet of you counts as difficult terrain for hostile modifier (rounded down, minimum of 1).
creatures.
Channel Divinity: Scramble Mind
Star Domain Beginning at 6th level, you can use your Channel Divinity as
Gods of "star" originate from the worlds and realms far an action to emanate a psionic wave that wreaks havoc to
beyond the stars, hence the name of their "domain." In reality, mind. Each creature within 30 feet of you that are not behind
the star domain is less of a portfolio of the divinity and more total cover must make a Wisdom saving throw against your
of the very nature of one; the dark, silent, and esoteric void cleric spell save DC. On a failed save, the creature is affected
between the stars, and the sheer otherness the god imposes. by this feature for 1 minute or until it takes damage.
In the (formerly) small, insignificant world of Pyrret, a number Constructs or undeads automatically succeed on the saving
of deities collectively referred as the Far Gods are the New throw.
Gods that represent the domain of star. An affected creature has disadvantage on Intelligence
Worship of the deities of star is a very rare sight, and more (Investigation) and Wisdom (Perception) checks to identify
often than not, followers seldom form a community of faith. and distinguish a person or object. A person or object that the
Followers of the star deities prefer solitary activities, and affected creature fails to identify or distinguish appears
should they gather up for rituals and ceremonies of greater blurred and fuzzy to the creature.
scales, they prefer a small coven or cult than a more An affected creature cannot recall any events it experienced
organized church or religions system. or witnessed for the duration, and all memory concerning the
event are damaged into incomprehensible blurs and gibberish,
Star Domain Spells even after this feature ends for the creature. A greater
restoration cast on the creature recovers the damaged
Cleric Level Spells memory.
1st arms of Hadar, dissonant whispers At the end of each of its turn, the affected creature can
3rd enthrall, detect thoughts
repeat the Wisdom saving throw. On a successful save, this
feature ends for that creature.
5th hunger of Hadar, hypnotic pattern
Esoteric Arcana
7th confusion, Evard's black tentacles
Starting at 8th level, whenever a hostile creature fails on a
9th dream, hold monster saving throw against your cleric spell or your Channel Divinity
option, it takes psychic damage equal to 1 + your Wisdom
Esotering Tongue modifier (minimum of 1), in addition to the spell or Channel
Starting at 1st level when you choose this domain, you gain Divinity option's normal effects.
the vicious mockery cantrip. This cantrip counts as a cleric This damage does not end the effect of the spell or feature,
cantrip for you. nor does it allows the target to make another saving throw.
3
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Channel Divinity: Crown of Virtue 1st create or destroy water, fog cloud
At 2nd level, you can use your Channel Divinity as a bonus 3rd misty step, warding wind
action to bestow your deity's divine energy upon a friendly 5th tidal wave, wall of water
creature you can see within 30 feet of you. A spectral crown
appears on the creature's head, and three spectral ball of light 7th control water, watery sphere
orbits around its body. 9th conjure elemental⁎, maelstrom
The bestowed creature gains three d6s. When the creature
makes an ability check, attack roll, or saving throw, it can ⁎ Unless you gain this spell from another source, you can only
expend and roll a d6 and add the number to the d20 roll. The summon water elementals with it.
creature can roll the d6 before or after rolling the d20, it must
be done before the DM says whether the roll succeeds or fails. Bonus Cantrip
The creature loses any remaining d6s when this feature ends. When you choose this domain at 1st level, you gain the shape
This feature lasts for 1 minute or until your concentration is water cantrip. This cantrip counts as a cleric cantrip for you.
broken (as if concentrating on a spell). This feature ends early
when the creature expends both d6s it gained from this Aquatic Affinity
feature. Also starting at 1st level, you can hold your breath for a
number of hours equal to 1 + your Constitution modifier, to a
minimum of 30 minutes.
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Additionally, while you are not wearing heavy armor, you Aquatic Safeguard
gain swimming speed equal to your walking speed. By 17th level, as long as you are fully submerged underwater,
you gain resistance against all damage except force and
Channel Divinity: Watery Wrath psychic, and all opportunity attack rolls against you have
When you reach 2nd level, you can use your Channel Divinity disadvantage.
as an action to conjure a stream of water with your deity's Additionally, when you cast a cleric spell that targets one or
divine wrath, which then leaps onto a creature you can see more creature and requires your concentration, you can make
within 30 feet of you. The creature must succeed on a the target under the effect of your Veil of Water as long as you
Strength saving throw against your cleric spell save DC or be maintain concentration on the spell, in addition to the spell's
engulfed by the stream, and suffers the following pentalties: normal effect, without expending a Channel Divnity use. Once
The engulfed creature cannot breathe and start you use this feature, you must finish a long rest before you can
suffocating, unless it can breathe underwater. do so again.
If the engulfed creature does not have a swimming speed,
it must use 10 feet of its walking speed for every 5 feet it Credits
moves. All contents are created by Weirdo Whoever unless noted
If the engulfed creature does not have a swimming speed, otherwise. Special thanks to D&D Wiki, NaturalCrit
it has disadvantage on the attack rolls when making a Homebrewery tool, and GM Binder for providing the
melee weapon attack, unless the weapon is a dagger, templates for my imaginations.
javelin, shortsword, spear, or trident. Some domain spells are listed in the supplement
When the engulfed creature makes a ranged weapon Xanathar's Guide to Everything.
attack against a target beyond the weapon's normal range,
the attack automatically misses. If you think Star domain's Otherworldly Visage reads
When the engulfed creature makes a ranged weapon familiar, chances are you are completely right: The concept is
attack against a target within the weapon's normal range, it literally stolen from World of Warcraft priest's Shadowform.
has disadvantage on the attack roll, unless the weapon is a Vice domain's core features are benchmarked from Molag
crossbow, a net, or a weapon that is thrown like a javelin, Bal and his mace from Elder Scrolls franchise.
including a spear, trident, or dart. Virtue domain's core features are benchmarked from
Auriel's movesets in Heroes of the Storm.
This feature lasts for 1 minute or until your concentration is
broken (as if concentrating on a spell). You can end the feature
earlier on your turn (no action required).
At the end of each of its turn, the engulfed creature can
make another Strength saving throw. On a successful save,
the effect of this feature ends for that creature.
Channel Divinity: Veil of Water
At 6th level, you can use your Channel Divinity as a bonus
action to envelop yourself or a willing creature you can see
within 30 feet with spectral veil of water. The enveloped
creature gains the following benefits:
At the start of each of its turn, the enveloped creature gains
temporary hit points equal to 1d8 + your Wisdom modifier
(minimum of 1). The creature loses any of the temporary
hit points gained this way when the feature ends for the
creature.
As long as the enveloped creature retains any of the
temporary hit points granted by the veil, it gains resistance
against fire damage.
As long as the enveloped creature retains any of the
temporary hit points granted by the veil, all ranged weapon
attacks against the veiled creature have disadvantage on
the attack roll, unless the weapon is a crossbow, a net, or a
weapon that is thrown like a javelin, including a spear,
trident, or dart.
The veil lasts for 1 minute or until your concentration is
broken (as if concentrating on a spell). You can dismiss the veil
earlier on your turn (no action required).
Aquatic Blessings
When you reach 8th level, you are always under the effect of
the water breathing spell.
Additionally, creatures that are fully submerged underwater
have disadvantage on saving throws against your cleric spells.
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