Cleric Domain | Peace Domain

by Lambros009

Search GM Binder Visit User Profile

Peace Domain

Peace clerics are often renowned diplomats, negotiators or ambassadors. They are individuals determined to fight against the natural order of the world to devolve into chaos and war, and strive to maintain the peaceful state of society, so that all humanoid lives may flourish, and civilizations progress.

At each indicated cleric level, you add the listed spells to your spells prepared.

Peace domain spells
Cleric level Spells
1st sanctuary, charm person
3rd aid, calm emotions
5th cease* (or beacon of hope), tongues
7th charm monster, change of ways* (or Otiluke's resilient sphere)
9th commune, teleportation circle

Ambassador of Peace

When you choose this domain at 1st level, you learn how to make others see and trust in your peaceful motives. You gain proficiency in the Persuasion skill. Your proficiency bonus is doubled for any ability check you make that uses that skill. Even if a creature would not be willing to do something you attempted to persuade it to do, on a successful persuation check they nevertheless consider you an honorable person and regard you favourably.

Additionally, whenever you are telling the truth, a creature has advantage on any Insight checks it makes to deduce whether you are being truthful.

Pacifist

Starting at 1st level, you gain the following benefits:

When you are not wearing armor, a shield, or carrying a weapon, your AC becomes 13 + your Wisdom modifier if it is not already higher.

Whenever you are surprised, you gain immunity to all damage until the start of a turn on which you are not surprised. Additionally, whenever you are surprised, any damage dealt to a non hostile creature within 30 feet of you is reduced by an amount equal to your level.

You believe so deeply in the good inherent in all creatures and the possibility of always arriving at a non-violent solution to any problem. When an enemy initiates hostilities with you or your allies without being attacked by you and your allies first, you gain immunity to all damage during the first round of combat. Additionally, any damage dealt to a non hostile creature within 30 feet of you during that first round is reduced by an amount equal to your level.

Channel Divinity: Suppress the Violent

When you see an ally within 60 feet of you take damage, you can expend your reaction to use your channel divinity and reduce the amount of damage your ally takes by half. Additionally, if the attacker is humanoid, that creature becomes marked for 1 minute or until it takes damage. While marked, the creature deals half as much damage as it normally would with its attacks or spells.

Divine Aid

At 8th level, your ability to provide aid to your allies is improved. Whenever you complete a long rest, choose one spell from your list of prepared spells which requires concentration and can only target willing creatures. That spell does not require concentration for you. This benefit can only apply to one spell you have selected at a time.

Peaceful Soul

At 17th level, you have attained a state of complete peace with the world. Your Wisdom ability score and ability score maximum are increased by 2. Additionally, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal).


Created by /u/Lambros009.

Appendix: Spells and Variant Rules

Below follow some additional spells that are inspired with the Peace Domain in mind. If you decide to utilize any of them, you, the DM, can decide whether these are only available to peace domain clerics, all clerics, or additional classes.

Cease

3rd level, enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a blunted miniature sword)
  • Duration: Concentration, up to 1 minute

You bellow words of condemnation and reproach at a humanoid within range that you have seen damage a creature during the last minute. The target must succeed on a Charisma saving throw, or be affected by the spell. If the target has reduced any of your allies to 0 hitpoints in the last minute, the target makes the saving throw with disadvantage. The target automatically succeeds on this saving throw if they are immune to being charmed. Until the spell ends, or until the creature takes damage from one of your allies, the target cannot take the attack action or cast a spell that deals damage to a creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Change of Ways

7th level, enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of holy water that the target swallows)
  • Duration: Until Dispelled/Special

You touch a humanoid that has been violent or cruel in the past and let out a wave of peace and amity from your heart towards it. The target must succeed on a Charisma saving throw, or let its heart change as a response to the harmonious feelings you let it experience. The target loses any intense feelings bloodthirst from their mind, and they do not seek to revert back to their previous self. Any time they may attempt to damage a creature while doing so with murderous intent, they must succeed on a Charisma saving throw with disadvantage, or they are unable to complete the action.

If the target ever kills a creature while under the effects of this spell, they can repeat the initial Charisma saving throw. On a success, the spell ends.

Stop Harm

2nd level, enchantment


  • Casting Time: 1 reaction, when you or a creature within 30 feet of you becomes the target of an attack
  • Range: 60 feet
  • Components: V
  • Duration: Instanteneous

You yell out halting words at the attacker after seeing their intent to enact violence. If you share at least one language with the target, they must succeed on a Wisdom saving throw or they lose their attack. If they succeed on the saving throw, or cannot understand you, they instead make the attack roll with disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2th. The creatures must be within 30 feet of each other when you target them.

Aura of Sanctity

5th level, enchantment


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes.

You let your hate against harm and violence overwhelm you, spilling outwards from you, forming an aura with a radius of 15 feet around you. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature deals damage to an ally of yours while within the aura, you can use your reaction to condemn its actions. It must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the creature takes half as much damage. The target automatically fails the saving throw if the damage it dealt reduced a creature to 0 hitpoints.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the aura around you increases by 5 feet for every two slot levels above 5th.

Peace Guardians

3rd level, abjuration


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and any time an affected creature deals damage with an attack the amount of damage it deals is reduced by an amount equal to half your level. Creatures affected by the aura cannot deal lethal damage with their attacks. When a creature falls to 0 hitpoints as a result of such an attack, they are unconscious but stabilized.