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Homebrew - Assorted Cleric Domains

The document presents homebrew options for cleric domains in a role-playing game, detailing various domains such as Blaze, Darkness, and Earth, along with their associated spells and abilities. Each domain offers unique features, spells, and channel divinity options that enhance gameplay and character abilities. The content is unofficial fan material and is not endorsed by Wizards of the Coast.
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0% found this document useful (0 votes)
82 views8 pages

Homebrew - Assorted Cleric Domains

The document presents homebrew options for cleric domains in a role-playing game, detailing various domains such as Blaze, Darkness, and Earth, along with their associated spells and abilities. Each domain offers unique features, spells, and channel divinity options that enhance gameplay and character abilities. The content is unofficial fan material and is not endorsed by Wizards of the Coast.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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2019. 6. 25.

Assorted Cleric Domains | GM Binder

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.

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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

Bonus Proficiencies 1st catapult, earth tremor


When you choose this domain at 1st level, you gain proficiency 3rd earthbind, Maximilian's earthen grasp
in the Stealth skill. 5th erupting earth, meld into stone
Blessed by the Darkness 7th vitriolic sphere, stoneskin
Also starting at 1st level, you gain darkvision out to 60 feet. If 9th conjure elemental⁎, wall of stone
you already have darkvision from other sources, the range of
your darkvision is increased by 30 feet. ⁎
Unless you gain this spell from another source, you can only
Additionally, whenever you make a Dexterity (Stealth) check summon earth elementals with it.
while in the darkness, your proficiency bonus is doubled for
the check. Bonus Cantrip
When you choose this domain at 1st level, you gain the mold
Channel Divinity: Veil of Darkness earth cantrip. This cantrip counts as a cleric cantrip for you.
Starting at 2nd level, you can use an action to present the holy
symbol and evoke the name of your deity, conjuring a magical Earthen Buffer
veil that wipes senses of a creature you can see within 30 feet Also starting at 1st level, your deity grants you a protective
of you. The creature must succeed on a Wisdom saving throw buffer conjured from dust, soil, and stones. The buffer has hit
against your cleric spell save DC or becomes blinded and points equal to your cleric level + your Wisdom modifier
deafened for 1 minute or until your concentration is broken (minimum of 1). Whenever you take damage, the buffer takes
(as if concentrating on a spell). the damage instead. If this damage reduces the buffer to 0 hit
Channel Divinity: Cloak of Darkness
points, you take any remaining damage.
When the buffer is reduced to 0 hit points, it is temporarily
When you reach 6th level, as an action, you can use your dismissed and cannot be used again until you finish a long
Channel Divinity to choose yourself or a willing creature you rest. After a long rest, your buffer regains all expended hit
can see within 10 feet of you. points.
If the chosen creature is in an area of dim light or darkness, The buffer can be damaged by effects that dispels magic.
it turns invisible for 1 minute or until takes an action, a bonus When you are affected by dispel magic spell or other similar
action, or a reaction. The effect ends early for the creature effect that ends magic, the buffer takes 2d6 force damage, if it
when it is exposed to bright light. has any hit points left. If this damage reduces the buffer to 0
Favored by the Darkness
hit points, you do not take any remaining damage.
Starting at 8th level, you can see normally in both magical and Channel Divinity: Earthen Armor
nonmagical darkness within the radius of your darkvision. When you reach 2nd level, when a friendly creature you can
Additionally, creatures in the area of darkness have see within 30 feet of you takes damage, you can use your
disadvantage on saving throws against your cleric spells and Channel Divinity as a reaction to conjure a set of magical
your Channel Divinity options. protection for the creature. The creature gains temporary hit
One with the Darkness
points equal to twice your cleric level + your Wisdom modifier
(minimum of 1), which takes as much triggering damage as
By 17th level, while you are in the area of darkness, you can possible.
use the Cloak of Darkness feature on yourself without
expending a Channel Divinity use.
Additionally, while you are in the area of dim light or
darkness, you can use a bonus action to teleport into an
unoccupied you can see within 30 feet of you, which also
should be in dim light or darkness.

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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.

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Otherworldly Visage Bonus Proficiencies


When you reach 17th level, you can use a bonus action to When you choose this domain at 1st level, you gain proficiency
assume the visage of the stars for 1 minute. The visage alters in one of the following skills: Deception, Intimidation, Sleight
your appearances as follows: of Hands.
Alternatively, you can choose to gain proficiency in one of
Your body, including everything you are wearing and the following tools: Forgery kit, poisoner's kit, thieves' tools.
carrying, turns pitch-black, with faint glows across the
outline and starry glimmers patterned across. Hand of Malice
Your eyes shine and flickers, like a pair of bright stars. Also starting at 1st level, you can use a bonus action to imbue
Your voice develops a booming echo, as if you are talking one melee weapon in your hand with your deity's malicious
through a metallic pipe. intent. You are always considered proficient with the imbued
While you are assuming the visage of the stars, you gain the weapon while you are wielding it, and it counts as magical for
following benefits: the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
You gain immunity to psychic damage. Whenever a This feature ends when the weapon is dismissed from your
creature deals psychic damage to you, that creature takes hand, or when you end this feature on your turn (no action
the damage instead of you. required). You can have only one weapon imbued with this
You can use your Brainwave Backfire without expending a feature at a time.
Channel Divinity use. Also, you gain a special reaction that
you can take once on every creature's turn, except your Channel Divinity: Hand of Violence
turn. You can use this special reaction only to use your Starting at 2nd level, when you imbue a weapon with your
Brainwave Backfire, and you cannot use it on the same Hand of Malice, you can use Channel Divinity to further
turn that you take your normal reaction. improve the weapon imbued with your Hand of Malice
When a creature other than construct or undead enters the feature, delivering your deity's violent will with it.
area within 10 feet of you or starts its turn there, it must For 1 minute or until your concentration is broken (as if
make a Wisdom saving throw against your cleric spell save concentrating on a spell), you add your Wisdom modifier to
DC. On a failed save, the creature becomes affected with the attack and damage rolls you make with the weapon
your Scramble Mind. imbued with your Hand of Malice (minimum of +1), and you
When a hostile creature ends its turn within 10 feet of you, roll one additional weapon damage die when determining the
it takes psychic damage equal to 1 + your Wisdom modifier extra damage for a critical hit you make with it.
(minimum of 1).
Channel Divinity: Exploit Weakness
Once you use this feature, you cannot use it again until you When you reach 6th level, when a creature you can see within
finish a long rest. 30 feet of you is hit by an attack, you can use Channel Divinity
Vice Domain as a reaction to overwhelm it with your deity's imposing
presence.
Gods of vice, as the name suggests, encourages acts and Until the end of your next turn, the creature suffers a
behaviors often considered undesirable, criminal, and penalty on it Armor Class and all saving throws equal to your
downright evil. In the (formerly) small, insignificant world of Wisdom modifier (minimum of -1). When the creature takes
Pyrret, Naap the one half of the Great Two-Face is the New damage while under the effect of this feature, it takes an extra
God that represents the domain of vice. damage equal to your Wisdom modifier (minimum of 1), and
Religious activities devoted for the deities of vice are almost the feature ends for that creature.
indistinguishable from organized crime. Followers kill, scam,
lie, and violate every imaginable rules in the name of their Hand of Destruction
deities. To them, breaking the law is not just a deviation; it is Starting at 8th level, once on each of your turns when you hit a
their presentation of faith. It does not help that an untold creature with a weapon imbued with your Hand of Malice, you
agreement is that the more severe the violation one commits, can roll one additional damage die and add the die roll to the
the more devoted they are. damage roll for the attack.
Additionally, when you score a critical hit with a weapon
Vice Domain Spells imbued with your Hand of Malice, you can roll one additional
weapon damage die when determining the extra damage.
Cleric Level Spells While you are using your Hand of Violence, you add the
1st bane, hex damage from this feature to the extra damage of your Hand of
3rd hold person, mind spike
Violence.
5th bestow curse, fear Hand of Vice
By 17th level, when you use an action to take the Attack action
7th blight, phantasmal killer or cast a cleric spell, you can use a bonus action to make one
9th dominate person, hold monster weapon attack with the weapon imbued with your Hand of
Malice.

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Virtue Domain Shield of Virtue


Gods of virtue, as the name suggests, encourages acts and Beginning at 6th level, when the creature bestowed with your
behaviors often considered law-abiding, good, and socially Crown of Virtue is targeted by an attack, it can expend a d6
desirable. In the (formerly) small, insignificant world of Pyrret, granted with your Crown of Virtue and add the number to its
Jott the one half of the Great Two-Face is the New God that Armor Class against that attack. The creature can use this
represents the domain of virtue. feature before or after the attacker makes the attack roll, but
before the DM determines whether the attack hits or misses.
Followers of the deities of virtue can be easily found in civil Additionally, while you are concentrating on a cleric spell or
services and charity campaigns. A widespread notion among your Crown of Virtue, you gain a +1 bonus to Armor Class.
the devotees is that one's faith should be represented with
one's action, and as such, they promote honesty, diligence, and Virtuous Might
self-sacrifice. When you reach 8th level, once on each of its turn when the
Virtue Domain Spells creature bestowed with your Crown of Virtue hits a creature
with a weapon attack, it can deal an extra 1d6 damage of the
Cleric Level Spells same type dealt by the weapon to the target. When you reach
14th level, the extra damage increases to 2d6.
1st bless, sanctuary Additionally, while you are concentrating on a cleric spell or
3rd lesser restoration, zone of truth your Crown of Virtue, you add your Wisdom modifier to the
5th aura of vitality, protection from energy
damage you deal with a weapon attack or a cleric cantrip.
7th aura of purity, death ward Helm of Virtue
By 17th level, the creature bestowed with your Crown of
9th greater restoration, raise dead Virtue gains resistance against bludgeoning, piercing, and
slashing damage from nonmagical weapons.
Bonus Cantrip Additionally, while you are concentrating on a cleric spell or
When you choose this domain at 1st level, you gain the your Crown of Virtue, you gain a +1 bonus to all ability checks,
guidance cantrip, if you do not already know it. attack rolls, and saving throws.
Helping Hands Water Domain
Also starting at 1st level, when you use an action to the Help Gods of water symbolizes all bodies of natural water, up to
action, you can choose one of the following options for the and including streams, river, pond, and ocean. In the
Help action: (formerly) small, insignificant world of Pyrret, Qaal the Ever-
You conjure a divine protection for a friendly creature Flowing One is the Old God that represents the domain of
within 5 feet of you. The creature gains advantage on the water.
next saving throw it makes before the start of its next turn. Worship of water deities is naturally found in coasts and
You designate a divine guidance against a hostile creature shores, although water deities are also worshipped in
you cans ee within 30 feet of you. The next time a creature farmsteads, along with fertility deities. A more archaic form of
other than yourself makes an attack against the creature water god worship involved a devotee fully submerged in an
before the start of your next turn, it gains advantage on the open body of water for the entire course of ritual, but it has
attack roll. been simplified to dipping one's feet during the prayer.
You can use this feature a number of times equal to your Water Domain Spells
Wisdom modifier (minimum of once). You gain all expended
uses when you finish a long rest. Cleric Level Spells

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.
6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2019. 6. 25. Assorted Cleric Domains | GM Binder

Campaign Sneak Peek: Theoclast


Before the time, aeons ago, the small, insignificant world of After the incident, the Prime deities, now known as the Old
Pyrret came into existence. This has made a lot of people very Gods in order to distinguish from the New Gods that came
frustrated and been widely regarded as a bad move. afterward, sat in their respective divine thrones, powerless
The small, insignificant world of Pyrett was governed by and very awkward. Shortly after the Theoclast incident, the
thirteen divine entities, known as the Prime deities. This has Old Gods have made an agreement that they would not
made even more people infuriated and been widely regarded interfere with one another ever again, lest they make yet
as an equally bad, if not even worse, move. another divine mess and make things even more awkward.
Each Prime deity represented one domain or portfolio of
the world. Some Prime deities would not see one another eye The New Gods
to eye, but they would not directly interfere with each other, in During and after the Theoclast incident, some new divine
a same way that a worker in the Accountings department entities were introduced in the (formerly) small, insignificant
would not mess with another in the Financings, even if one of world of Pyrret. These entities, commonly known as the New
them would heartily want another shot between the eyes. Gods, are as follows:
So far a couple of millennia have passed without much
troubles. Historians agree that those were the good days, Jott and Naap, the dual god of virtue and vice. Historians
although some scholars may argue that there were no good hypothesize that the Great Two-Face emerged from the
days, but only less bad days. vacuum of faith during the Theoclast incident, filled with
the mortal concept of evil and good. But no theological
The Theoclast Incident hypothesis has been proven right. Or wrong.
Much of the details concerning the incident commonly known The Far Gods, who used to be gods from the worlds far
as the Theoclast are still left vague and unknown to mortal beyond the stars, until they heard about the Theoclast
knowledge. What little details known about the Theoclast incident and decided that they could get a cut from the
runs as follows: situation. The religions of the Far Gods are still very small,
but is growing at tremendous speed.
The Prime deities were all pissed off. Well, all but one.
Thanasia knew better.
There has been a great length of arguments between the
Credits
Prime deities on which deity represents which domain, All contents are created by Weirdo Whoever unless noted
and why another cannot do so. otherwise. Special thanks to D&D Wiki, NaturalCrit
After a century of long, exhausting debates, the Prime Homebrewery tool, and GM Binder for providing the
deities have reached to a conclusion that the only solution templates for my imaginations.
is to prove who is the divine boss on the block. This campaign setting, still under progression (I call it like
The small, insignificant world of Pyrett was destroyed, pre-alpha, or if I could, pre-pre-alpha even), is heavily
rebuilt, and destroyed again, all within the following influenced by works by Douglas Adams and Terry Pratchett
decade. (maytheyrestinpeace).
The first paragraph is shamelessly stolen from Hitchhiker's
The Old Gods Guide to the Galaxy.
By the time the Theoclast incident was finally over and Pyrett
was rebuilt yet again, the aftermath of the Theoclast incident
has introduced a number of new concepts to the (formerly)
small, insignificant world, as follows:
During a series of fierce violence, all but one divine
domains were scrambled between the deities, before all of
them settled to their respective representatives.
During the divine and utterly silly drop-the-handkerchief,
all Prime deities have created their incarnations of their
new domains as they grabbed them and ran away, before
they were snatched away by other Prime deities.
The deities were metaphysically torn apart during the
cosmic quarrel. The dismembered bit of the divine corpus
has created a number of pocket dimensions, each
reflecting which part of the deity was mangled when they
tried to grab and run for which domain.
The only Prime deity that did not participate in the
Theoclast incident, and therefore the only one left unscathed
from the divine mess, was Thanasia, the Goddess of Death.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2019. 6. 25. Assorted Cleric Domains | GM Binder

Table: The Old Gods of Pyrret


Deity Alignment Domain Symbol
Bardakk, the Keeper of the Vault LN Earth A cube made out of clay, steel, or stone
Garcinda, She Who Knows LN Knowledge An open book and a quill
G'Muum, the Mistress of Veils NG Darkness A black handkerchief with laces
Qaal, the Ever-Flowing One CN Water A fountain or a stream of flowing water
Jarand, the Heavenly Gardener CG Nature A crown made out of flowers and leaves
Saarm, the All-Mother LG Life Three drops of blood on a white sheet
Shri-Shri, the Wonder-Goddess CN Arcana A talisman with a hexagram drawn in
Taour, the First Pyre CE Blaze A lit torch
Thanasia, the Goddess of Death N Death A teacup, a kettle, and a skull
Ur-Kwam, He Who Speaks For The Storm CE Tempest Two bolts of lightning, crossed in an X-shape
Vuucin, the First Brilliance NG Light A ray of light through cloud or fog
Xaum, the Kingslayer LE War A helmet, a sword, and a shield
Ya-Vay, the Great Gambler NE Trickery A deck of playing cards

Table: The New Gods of Pyrret


Deity Alignment Domains Symbol
Jott, one half of the Great Two-Face NG Virtue A head of a coin
Naap, one half of the Great Two-Face NE Vice A tail of a coin
Arlayn the Myriad, the Far God N Star A white spiral on black background
Aurg the Prosperous, the Far God CN Life, Star An octopus with twelve legs
Dakh-Dat the Observant, the Far God LN Knowledge, Star An eye with a blue star for pupil
Ramm-Fohaut the Prominent, the Far God CE Blaze, Star A red circle
Tharus the Silent, the Far God CE Tempest, Star A yellow circle with three black rings

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
https://www.gmbinder.com/share/-LhoDBuHgYLC6gLG9Pul 8/8
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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