My Documents
Become a Patron!
# Divine Domain ### Dao Domain The followers of The Way seek the perfection of the self; believing no thing is inherently good nor evil, but simply an aid or a detriment to the perfection of the self. Some shun attachment to the world around them, focusing inward; but others believe it is the privilege of a superior being to shape the world around them. Those of skill can extend their mastery of themselves to intercede on the behalf of those around them. ##### Dao Domain Spells | Cleric Level | Spells | | :---:|:---:| | 1st | *Absorb Elements, Armor of Agathys* | | 3rd | *Enlarge/Reduce, Warding Bond* | | 5th | *Life Transference, Vampiric Touch* | | 7th | *Phantasmal Killer, Staggering Smite* | | 9th | *Banishing Smite, Circle of Power* | #### Bonus Cantrip When you choose this domain at 1st level, you gain the *vicious mockery* cantrip if you don’t already know it. #### Elixir's Vessel Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You are proficient with the alchemist's supplies skill. #### Balance the Humors Starting at 1st level, you can intercede and tame the violent actions of those around you. When a creature you can see attacks a target other than you, you can use your reaction to impose disadvantage on the attack roll. Either the attacker or the target must be within 5 feet of you to use this ability. #### Channel Divinity: Lifeblood Starting at 2nd level, you can use your Channel Divinity to heal your teammates at the cost of your own vitality. As an action, you present your holy symbol and evoke healing energy that can restore Hit Points to a number of creatures equal to your Wisdom Modifier, including yourself. Roll any number of available Hit Dice, and restore that many hit points to each creature. You can’t use this feature on an undead or a construct. #### Ebb and Flow At 6th level, you gain the ability to tap your enemies pain to heal your teammates. As a reaction when you when you damage a creature with a weapon attack, you can use that energy to heal a teammate. Select a non-hostile creature you can see and heal an equivalent amount. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. \columnbreak
#### Divine Strike At 8th level, the cleric gains the ability to infuse his or her weapon strikes with psychic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 psychic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. #### Lifewell Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to empower yourself. When an enemy you can see dies within 60 feet of you, you regain one unspent Hit Dice. You cannot use this ability to gain Hit Dice greater than your maximum Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.