Divine Domains: Ancestry and Courage

by TLhikan

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At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered in official published material: Ancestry and Courage.

Ancestry Domain

Clerics of the Ancestry domain may worship gods of family, heritage, or tradition, such as Lathander, Moradin, Boldrei, or Hestia. Many, however, draw their divine power from the direct veneration of their own ancestors.

Ancestry Domain Spells
Cleric Level Spells
1st Ceremony, Heroism
3rd Healing Spirit, Gentle Repose
5th Speak with Dead, Spirit Guardians
7th Guardian of Faith, Divination
9th Reincarnate*, Legend Lore

*When you cast this spell, you can choose to forgo rolling for the target’s race to instead raise them as a member of the same race and, if applicable, subrace as yourself.

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in heavy armor and the History skill.

Ancestral Blessing

Starting at 1st level, when you complete a long rest, you conduct a ritual calling upon your ancestors to guide you throughout the day. Choose either the Warrior Spirit or the Sage Spirit.

When you have invoke the Warrior Spirit, you gain proficiency with martial weapons. When you invoke the Sage Spirit, you gain proficiency in one tool set or skill of your choice.

These proficiencies and any other benefits the Warrior and Sage spirits provide last until you complete a long rest, after which you may conduct this ritual again. You can only ever invoke one of the spirits at a time, except when you reach 17th level and use the Holy Tradition ability.

Healing Spirit

If your DM believes that the spell Healing Spirit is too powerful for the kind of game they want to run, consider asking them to allow the spell with the following addendum to it's description: Once the Spirit has restored hit points a total of 10 times, the Spirit fades and the spell ends early

Channel Divinity: Spiritual Lineage

Starting at 2nd level, you can manifest the spirit of one of your ancestors directly to aid you. Using an action and your Channel Divinity feature, you summon the spirit, which appears as a spectral, incorporeal figure floating above or behind you. The spirit remains for a number of rounds equal to your Wisdom modifier (minimum 1).

If you have invoked the Warrior spirit, you can use your reaction when an enemy targets you with an attack to have the Warrior spirit shield you, giving the enemy disadvantage on the attack roll.

If you have invoked the Sage spirit, you can use your reaction when an enemy targets you with an effect that forces you to make a Wisdom, Charisma, or Intelligence saving throw to bolster yourself with the Sage spirit’s experience, giving you advantage on the saving throw.

Sacred Heritage

Starting at 6th level, you have forged a permanent spiritual connection to your ancestors and the wisdom they hold. You learn one additional language. In addition, the connection you make with the Warrior and Sage spirits deepens and you gain an additional boon when you invoke them.

When you invoke the Warrior spirit, you may choose one weapon you are proficient with that does not already have a bonus to attack and damage rolls. This weapon gains a +1 bonus to attack and damage rolls when you are wielding it.

When you invoke the Sage spirit, you can gain proficiency in an additional skill or tool proficiency of your choice. When you do so, choose either of the skill or tool sets the Sage spirit grants you proficiency with. You proficiency bonus is doubled for ability checks made with that skill or tool set.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with spiritual 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. When you reach 14th level, the extra damage increases to 2d8.

The damage type is of the same type as the weapon if you have invoked the Warrior spirit, or psychic if you have invoked the Sage spirit. This damage is always considered magical.

Holy Tradition

At 17th level, you become a living conduit for you people. As a bonus action on your turn, you can invoke the Warrior and Sage spirits simultaneously, gaining the benefits of both for one minute. If you use your Channel Divinity: Spiritual Lineage while under this effect, you can chose to use either reaction on your turns. When you use your Divine Strike ability, you can choose between either damage types for each attack you apply it to.

Once this effect ends, you may choose which of the spirits to retain until the end of your next long rest. You must complete a long rest before you can use this ability again.

Ancestral Spirits

When you cast a spell that summons a spirit to aid you, they could appear as the spectral form of one of your ancestors. For example, when you cast Spirit Guardians, the spectral forms may resemble members of your race instead of fiends, fey, or angels.

Divine Domain: Ancestry
Divine Domain: Ancestry

Courage Domain

The world is a dark and terrifying place. Untold horrors from every corner of the multiverse prey upon the hapless denizens of the material plane, and to many, existence itself is a grim, dark reality without hope.

Yet there are those who stand against the tides of evil, trusting in a higher power when their own resolve fails. Deities such Valkar, Aslan, Torm, Kord, Tyr, Heironeous, and many other gods of goodness and rightousness inspire their followers to acts of great valor, which in turn models true courage to the world.

Courage Domain Spells
Cleric Level Spells
1st Heroism, Protection from Evil and Good
3rd Enhance Ability, Lesser Restoration
5th Beacon of Hope, Mass Healing Word
7th Aura of Purity, Death Ward
9th Dawn, Greater Restoration

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in heavy armor and martial melee weapons.

Renewed Resolve

Starting at 1st level, your faith in your god allows you to face the most terrifying of horrors without fear. You are immune to being frightened. In addition, whenever you succeed on a saving throw or a creature attempts to frighten you, you gain temporary hit points equal to your Wisdom modifier that last for one minute.

Channel Divinity: Stand Together

At 2nd level, as an action you can use your action and Channel Divinity feature to shout a rallying cry imbued with divine power. Choose a number of creatures you can see within 30 ft of you equal to your Wisdom modifier. These creatures can immediately stand up if they are prone without using any of their movement and make one saving throw against a negative condition afflicting them, adding your Wisdom modifier to the result.

Empowered Fortitude

Starting at 6th level, you are empowered to stand your ground when others would flee. While you are conscious and not restrained or prone, you cannot be moved against your will.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine strength. 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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Divine Domain: Courage

Struck Down, Not Destroyed

You have a divine mission to protect the world from evil, and your own life is a small price to pay for the sake of that mission. Starting at 17th level, when you are reduced to 0 hit points, you can use your reaction to choose to immediately fail two death saving throws. When you do so, you come to consciousness, can stand up from prone without expending any movement, and gain temporary hit points equal to half your hit point maximum that last for one minute. While you posses these temporary hit points, you can add your wisdom modifier to any saving throw you make, but make cannot benefit from magical healing. Once these temporary hit points are lost, you must make a final death saving throw or perish. Once you use this ability, you must complete a long rest before you can do so again.

Art
  • Arena Rector- Ryan Pancoast http://www.artofmtg.com/art/arena-rector/
  • Sanctifier of Souls - Jesper Ejsing http://www.artofmtg.com/art/sanctifier-of-souls/
  • Aslan - Justin Sweet https://i.pinimg.com/originals/42/d0/a9/42d0a9abc8c3ade48d3d3caca919dc9c.jpg
  • Dauntless Bodyguard - Manuel Castañón http://www.artofmtg.com/art/dauntless-bodyguard/
  • Watercolor Stains: /u/flamableconcrete https://www.reddit.com/r/UnearthedArcana/ comments/83w44y/42_full_page_watercolor _stains_for_the_homebrewery/
Credits
Divine Domain: Courage
 

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