Boundary Domain (Cleric)

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Cleric

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following Boundary Domain option is available to you when making that choice.

Boundary Domain

The difference between a dank cave and a flowering field is often only a thin wall. Deities of the Boundary domain often play with what is understood and assumed. Some travel far and wide to other cultures and planes of existence, some-times incognito. Some shift and flow from one form to another, changing identities, personas, natures, avatars, and names. The boundary between a god of war and a goddess of love is thinner than mortals can understand, after all.

Followers of these gods travel between many places, whether planar travelers or more mundane troubadours. Deities of the Boundary domain include the Raven Queen, Wee Jas, the Traveler, Leira, Sirrion, and Hermes. Boundary deities rarely adhere to specifically "good" or "evil" moralities due to the focus on change and travel being regarded differ-ently by different cultures across time and space.

Domain Spells

1st-level Boundary Domain feature


You gain domain spells at the cleric levels listed in the Boundary Domain Spells table. See the Divine Domain class feature for how domain spells work.

Boundary Domain Spells
Cleric Level Spells
1st comprehend languages, protection from evil and good
3rd misty step, rope trick
5th blink, hunger of Hadar
7th banishment, dimension door
9th contact other plane, teleportation circle

Ethereal Alacrity

1st-level Boundary Domain feature


Your movement becomes difficult to impede and comprehend. Your movement is unaffected by difficult terrain. You also gain a climbing speed and a swimming speed equal to your walking speed.

Channel Divinity: Shortened Steps

2nd-level Boundary Domain feature


You can use your Channel Divinity to twist local space to benefit your allies and befuddle your enemies.

As an action, you present your holy symbol, and you grant up to a number of creatures equal to your Wisdom modifier (minimum of one creature) of your choice that you can see within 30 feet of you the ability to open small portals to places within sight. Whenever a creature under this effect uses its movement, it can instead choose to teleport to an

unoccupied space it can see within 5 feet of itself, spending movement equal to the distance teleported. A creature can teleport multiple times, provided it has the movement to do so.

In addition, you can lengthen the space between you and your foes. Hostile creatures that you can see treat any space within 15 feet of you as difficult terrain.

Both of these effects last for 1 minute.

Mutable Form

6th-level Boundary Domain feature


You fully embrace the deep incoherence of shape and form.

As an action, you can release the solidity of your form. Your body, along with any equipment you are wearing or carrying, becomes like a gelatinous putty until the end of your next turn. You can move through any space as narrow as 1 inch without squeezing, and your movement doesn't provoke opportunity attacks. You also have resistance to nonmagical bludgeoning, piercing, and slashing damage while in this form.

If your transformation ends while you are in a space too small for your normal size, you take 2d6 force damage and are shunted to the nearest unoccupied space that can accommodate your size.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Potent Spellcasting

8th-level Boundary Domain feature


You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Shadow Skip

17th-level Boundary Domain feature


You can use your greater control of your form to lessen the harm done to you during battle. When you would take dam-age, you can use your reaction to halve all of the damage dealt by the triggering attack or effect.


... Never seen anything like it. We knew we were about to die. The flames jetting from the walls, the lever locked in place and boiling hot. I kept wondering what my Pa would think. But Liska ... her face didn't waver. She walked through the flames like a weekend walk in the park. When she made it to the lever, the heat didn't dissuade her—and I could see the metal bubbling, mind you. She just reached out with both hands and, with some crazy effort, locked it back in place. The fires receded. The room cooled. Her hands were burned something awful, clothes on fire, skin scorched. But she just stood there, calmly tending to her wounds.

I asked her how she did it later. I've stuck my hand in a campfire before on accident, and all I could think about was the pain. She just gave that blasted calm smile and said, "Pain exists in your mind, and only there. Closing that door is only a matter of practice."

She creeps me out, to be honest, but that creepiness saved us, and I'll never forget it.


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