Cleric Domain:
Civilization
Civilization Clerics are known for being the true clerics of the people. They would rather seek out those in need, rather than wait for them in the church. This domain offers features that are best used within populated areas.
Civilization Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Heroism, Protection from Evil & Good |
| 3rd | Calm Emotions, Locate Object |
| 5th | Clairvoyance, Non-detection |
| 7th | Dimension Door, Mordenkainen's Private Sanctum |
| 9th | Circle of Power, Teleportation Circle |
Bonus Spell List
Whenever you prepare your list of cleric spells, you may choose to prepare spells from the bard spell list as well. You may only choose bard spells for which you have spell slots to cast, and they count as cleric spells for you. You may also choose to instead take cantrips form the bard spell list, whenever you would learn a cleric cantrip.
Priest of the Masses
Beginning at 1st level when you choose this domain, you add your proficiency bonus to the damage of any spell cast while in an area of civiization. Additionaly, when in a large town or city, all healing from spells you cast is treated as it's maximum value and non-hostile creatures automatically succeed saving throws made to resist your spells. A non-hostile creature takes no damage from succeeding a saving throw against your spell effects.
Channel Divinity: Ward the People
Beginning at 2nd level, you can use your channel divinity to protect the people around you. You present your holy symbol, and every humanoid within 1500 feet of you, that is not an undead or construct, is resistant to bludgeoning, slashing, or piercing damage from undead creatures for the next 24 hours.
Soft Spoken
Beginning at 6th level, you have an innate knack for speaking to people. You gain proficiency in the Persuasion skill, if you didn't already have it, and you double your proficiency bonus for all Charisma ability checks made to speak to people, except those made to bargain at shops.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: Mass Teleportation
Beginning at 17th level, You can teleport a large number of creatures all at once. By spending 10 minutes in prayer, you and up to 150 willing creatures you choose, within 1 mile of you, are teleported to any large town or city you choose. The place you choose can be anywhere you have visited, even if it is not on the same plane of existence. Each creature arrives in a random space within 1 mile of you, and will always arrive safely on the ground in an unoccupied space. If the area you choose is somewhere you have not been, or no longer exists, there is a 50% chance all the targets are teleported to random locations you do know or the ability fails entirely. Regardless, if you choose an impossible destinaiton, you also take 4d12 psychic damage that cannot be resisted in any way. You must finish a long rest before you can use this channel divinity again.