Cleric: Friendship Domain

by bepis

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Cleric: Friendship Domain

Clerics of the friendship domain are rarely found in temples. They are more often found telling stories at the local tavern or playing games and sports with the townsfolk than participating in temple duties. For clerics of this domain, enjoying life, making friends, and spreading joy are forms of worship. They also rarely stay in one place for too long, as they try to share joy with as many people as they can.

Friendship Domain Spells
Cleric Level Spells
1st heroism, sanctuary
3rd calm emotions, suggestion
5th aura of vitality, counterspell
7th aura of purity, freedom of movement
9th awaken, Rary's telepathic bond

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in two of the following skills: Insight, Performance, Persuasion. You also gain proficiency in one musical instrument of your choice and two gaming sets of your choice.

Bonus Cantrips

Also at 1st level, you gain the friends cantrip, which doesn't count against your cantrips known. In addition, you learn one cantrip from the bard spell list. It counts as a cleric cantrip for you, and doesn't count against your cantrips known.

Channel Divinity: Enemies to Friends

Starting at 2nd level, you can use your Channel Divinity to attempt to end conflict and bring people together.

As an action, you present your holy symbol as a beacon of hope and calmness. All hostile creatures within 30 feet that can see you must succeed on a Wisdom saving throw against your cleric spell save DC. If the creature is immune to the charmed condition, it automatically succeeds. If you have not damaged the creature, it has disadvantage on the saving throw. On a failed save, the creature is unable to cast any spells that deal damage or force creatures to make a saving throw or harm creatures with weapon attacks. This effect lasts for 1 minute. It ends early if you or your allies damage any the charmed creatures. Creatures charmed by this effect will attempt to rebuke their allies if they remain violent.

During the 1 minute, you and your allies gain a bonus to all Charisma (Persuasion) checks made to convince creatures charmed by this effect to remain peaceful to you and your allies. This bonus equals your Wisdom modifier.

Once the minute ends, all creatures who were charmed by this feature have advantage on all attack rolls for 1 round.

Friendly Aura

At 6th level, your kindness wards off attacks. You can cast sanctuary without expending a spell slot if you target yourself. If you end the spell early by dealing damage, you cannot cast it using this feature way for 1 minute. You can still cast it during that minute, expending a spell slot as usual.

Share the Joy

Also at 6th level, you gain the ability to make close friends faster than most people. When you cast the friends cantrip, its duration is 10 minutes for you. If you do not make any Intimidation or Deception checks against the target during the duration, it must make an Intelligence saving throw. On a failed save, it is unaware that you had used magic to become friends with them. If you make an Intimidation or Deception check against the target of friends, the spell's duration is 1 minute. If the spell has been active for more than 1 minute when you make an Intimidation or Deception check, the spell instantly ends and the target knows you used magic to influence it.

Potent Spellcasting

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

Everybody's Friend

Starting at 11th level, you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Guardian of Friends

Beginning at 17th level, you have learned how to protect your friends when they need it most. When an ally within 30 feet of you is damaged by a creature you can see, you can use your reaction to cast a spell that targets only the ally that was damaged. If the spell's range is touch or otherwise less than 30 feet, its range it 30 feet when you cast it with this feature. The spell must have a casting time of 1 action or 1 bonus action.

 

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