Cleric Subclass: History Domain

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Cleric Divine Domain: History Domain

Most gods of time and knowledge can embody the history domain. Its clerics are excavators, grave robbers, and archaeologists who endeavour to uncover the secrets of ancient civilisations, either for personal gain or to grant some small immortality to those long dead. A smattering of clerics of this domain also become investigators, using their gifts to better discern the events of the recent past instead.

Domain Spells

Cleric Level Spells
1st Comprehend Languages, Treacherous Footing*
3rd Find Traps, Scouring Blast*
5th Fossil Reconstruction*, Pharaoh’s Tomb*
7th Leomund’s Secret Chest, Stone Shape
9th Animate Objects, Legend Lore

*spells marked with an asterisk can be found at the end of this class description.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Mold Earth cantrip. This counts as a cleric cantrip for you, but does not count against the number of cleric cantrips you know.

Bonus Proficiency

From 1st level, you gain proficiency in your choice of Cartographer’s Tools or Navigator’s Tools.

Channel Divinity: Relive the Past

Starting at 2nd level, you can use your Channel Divinity to conjure the spirits of a historical location. As an action, you present your holy symbol and invoke your deity, and create a translucent illusion of creatures and objects from the last significant event to occur within 30 feet of the point you used the ability. This illusion provides sound and images (but not colour), and it lasts up to the event’s duration or for 10 minutes, before fading. If a creature or object in the event was shrouded from divination magics, and the event occurred less than 1 year ago, that event is skipped, and the second-to-last event is shown (you are unaware of this).

It is ultimately up to the GM what constitutes this “last significant event”. This can be emotionally significant; the last time the area bore witness to strong joy or tragedy, such as a battle, a murder, or a birth. It could also be the last environmentally significant event, such as the first boots to enter a dusty tomb for a thousand years, or a powerful feat of magic.

Disable Mechanism

From 6th level, your magic helps you gain entrance to sealed tombs, and lets you bypass ancient traps. As an action, you may touch a lock or trap and make a Wisdom ability check, adding your proficiency bonus to the roll. This ability check substitutes a Thieves’ Tools check to attempt to pick the lock, disable the trap, or perform any other function of Thieves’ Tools.

You may use this feature a number of times equal to 1 + your Wisdom modifier (minimum of twice) and you regain all expended uses on a long rest.

Divine Strike

Beginning at 8th level, you may infuse your attacks with withering energy, hastening a creature’s journey towards the grave. Once per turn when you strike a creature with a weapon attack, you may deal an additional 1d8 necrotic damage to the target. This damage increases to 2d8 at 14th level.

Peruse the Past

At 17th level, your Channel Divinity: Relive the Past feature is upgraded. When you use the feature, you first gain a brief, one-sentence summary of up to five of the most significant historical events of the area, and you may then choose one event from that list to view.

This feature is still subject to any obfuscation from divination that is less than a year old.

Design by Lexi Abbey | Made with GM Binder

Domain Spells

The homebrew domain spells listed above are included here for your benefit.

Fossil Reconstruction

Necromancy, 3rd Level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Warlock, Wizard

You pull the bones of long-dead animals from the ground beneath your feet, assembling them in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating ½ or lower
  • Eight beasts of challenge rating ¼ or lower

Each creature is considered Undead, rather than a Beast, and it turns to dust when the spell ends or when it drops to 0 hit points. Each creature also has immunity to poison damage and the Poisoned condition, but vulnerability to bludgeoning damage.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. The GM probably has the creatures’ statistics but it's polite to check first.

At Higher Levels: When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Pharaoh's Tomb

Transmutation, 3rd Level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You attempt to bury a creature you can see in sand or loose earth. The creature must make a Dexterity saving throw. On a successful save, the creature is unaffected, but on a failure it is Restrained as clinging sediment surrounds it and hinders its movement. A Restrained creature may use its action to make an Athletics check against your spell save DC; three successes are required to break free. A creature within 5 feet of the target may also use its action to do the same, contributing to the successes.

If the creature fails its saving throw by 5 or more, it is Incapacitated while Restrained, and must rely on outside help to get free.

Scouring Blast

Conjuration, 2nd Level


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You summon a stinging sandstorm to torment your foes. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 slashing damage and is Blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t Blinded.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Treacherous Footing

Transmutation, 1st Level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Ranger, Wizard

Choose a point within range; all loose earth and sand within a 10-foot radius of that point begins to seethe and shift in random directions, becoming difficult terrain for the duration. If a creature starts its turn in the area, it must expend at least 10 feet of its movement or become Grappled at the end of its turn as its feet sink into the sands. A grappled creature can use its action to pull itself free on a subsequent turn, otherwise the grapple ends when the spell does.

Design by Lexi Abbey | Made with GM Binder
 

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