| Cleric Level | Spells | |:-:|:-| | 1st | *chaos bolt, Tasha's hideous laughter* | | 3rd | *crown of madness, suggestion* | | 5th | *fear, hypnotic pattern* | | 7th | *compulsion, confusion* | | 9th | *dream, legend lore* | #### Bonus Cantrip When you choose this domain at 1st level, you gain the *vicious mockery* cantrip. This cantrip counts as a cleric cantrip for you, and it does not count against the number of cleric cantrips you know. #### Insane Incidents Also starting at 1st level, your deity can intervene to cause inexplicable incidents to your surroundings. Whenever you roll a 1 on an ability check, attack roll, or a saving throw, the DM can have you roll on the Insane Incidents table to create a magical effect. If the chosen effect is a spell, it cannot be modified or otherwise affected by other effects (such as sorcerer's Metamagic) and if it normally requires concentration, it does not require concentration and lasts for its full duration. Once on each of your turn when you case a cleric spell of 1st level or higher, you can choose to intentionally invoke such incidents. If you do so, roll on the Insane Incidents table to create a magical effect. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Channel Divinity: Touch of the Mad God Starting at 2nd level, as an action, you can use your Channel Divinity to choose one creature you can see within 60 feet of you to "bless" it with your deity's power. Roll on the Insane Incidents table to determine the effect of your blessings. The chosen creature is affected by the chosen effect. You follow the following rules for the effects of the Insane Incident created with this feature, in addition to the rules that normally apply to your Insane Incidents: - If the chosen effect is a spell, you use your cleric spell save DC and cleric spell attack modifier for the spell. The effect works even if the creature is normally incapable of casting a spell. - If the chosen effect designates "you" as the target, the chosen creature is instead designated as the target. - If the chosen effect designates a random creature or object, you are designated as the target for that effect. #### Relatively Sane Incidents Beginning at 6th level, when you would roll on the Insane Incidents table, you can roll twice and use either number. Additionally, when an effect from your Insane Incident designates a random creature or object, you can choose to designate an appropriate target you can see within 30 feet of you. Once you use this feature, you must finish a short rest or long rest before you can use it again. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Veil of Madness By 17th level, your deity's blessings safeguards your mind, presenting a scrambled of irrational and incomprehensible thoughts to those who attempts to read your thoughts. Your thoughts cannot be read by telepathy or other means, and if a creature attempts to read your thoughts, it takes 4d8 psychic damage. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you chooses, and you cannot be compelled to tell the truth by magic. \pagebreakNum
| Cleric Level | Spells | |:-:|:-| | 1st | *burning hands, hellish rebuke* | | 3rd | *flame blade, pyrotechnics* | | 5th | *fireball, protection from energy* | | 7th | *fire shield⁎, wall of fire* | | 9th | *conjure elemental⁎⁎, immolation* | ___ - ⁎ Unless you gain this spell from another source, you can only choose the warm shield with it. - ⁎⁎ Unless you gain this spell from another source, you can only summon fire elementals with it. #### Bonus Cantrip When you choose this domain at 1st level, you gain the *control flames* cantrip. This cantrip counts as a cleric cantrip for you, and it does not count against the number of cleric cantrips you know. #### Pyre Touch Also starting at 1st level, you can channel your deity's power to deliver a temporary, yet fierce heat through your hands. As an action, you can magically ignite a flammable object you touch with your hand — an object such as a torch, a piece of tinder, or the hem of drapes. Additionally, you gain a new attack option that you can use with the Attack action. This special attack is a melee spell attack that you are proficient with. You add your Wisdom modifier to its attack and damage rolls. The attack deals fire damage, and its damage die is 1d8. #### Channel Divinity: Trial by Fire At 2nd level, when you hit a creature with a melee weapon attack or a special attack from your Pyre Touch, you can use your Channel Divinity to engulf the target in flames for 1 minute or until your concentration is broken (as if concentrating on a spell). The engulfed target sheds bright light out to 10 feet and dim light out to 10 feet beyond that. The engulfed creature cannot benefit from being invisible. Whenever the engulfed creature would fail on an ability check, attack roll, or saving throw, it takes fire damage equal to 1d6 + your Wisdom modifier (minimum of 1). On three consecutive success on ability checks, attack rolls, or saving throws, the feature ends. \columnbreak #### Channel Divinity: Divine Conflagration When you reach 6th level, you can use your Channel Divinity as an action to conjure a large streak of flame fueled with your deity's divine energy. The flame manifests within a 20-foot sphere centered on a point you can see within 60 feet of you. The flame sheds bright light out to 10 feet, and dim light out to 10 feet beyond that. The flame ignites flammable objects in the sphere that are not being worn or carried. When you use this Channel Divinity option, you gain a pool of d6s. The number of dice in the pool equals 1 + your cleric level. You lose all unspent dice when the Channel Divinity option ends. When you use this Channel Divinity option, and at the start of your subsequent turns while you are concentrating on this option, you can spend a number of dice from the pool up to your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and each creature in the flame's area takes fire or radiant damage equal to the total (your choice). The flame lasts for 1 minute, or until the you have no dice remaining in the dice pool or your concentration is broken (as if concentrating on a spell). You can also dismiss the flame early on your turn (no action required). #### Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 fire damage with the attack. The extra damage increases to 2d8 when you reach 14th level. ##### Optional Rule: Improved Pyre Touch At the DM's discretion, you can apply your Divine Strike feature to the special attack from your Pyre Touch feature. #### Pyre Soul At 17th level, while you are concentrating on a cleric spell or your Channel Divinity option, you emanate a fiery aura of your deity's divine energy. The aura sheds bright light out to 20 feet, and dim light out to 20 feet beyond that. While you are emanating the aura with this feature, when a hostile creature first enter the area of the aura's bright light or starts its turn there, it takes fire damage equal to 1d6 + your Wisdom modifier (minimum of 1). \pagebreakNum ### Darkness Domain Gods of darkness have the greatest power in any locations, however small, that is left untouched by the light. Notable deities of darkness include: Azura, the Daedric Prince of Dusk and Dawn; Dithmenos the Shadowed; Nocturnal, the Daedric Prince of Night and Darkness; Nyx, the Goddess of Night; and Pitch Black, the Nightmare King. Contrary to the widespread notion, the deities that have the darkness domain are *not* always evil or malicious. In many religions, the darkness is symbolized as the veil that embraces all that suffers with peaceful silence and rest. It did not help, though, that many evil-aligned deities takes darkness as their source of power, symbolizing it as the fear of the unknown. Like their deities, followers and priests of the darkness hold their religious events exclusively at night. With the minimum source of light, the rites are often silent, solemn, and *very* serious. Breaking this hallowed silence is considered as one of the greatest blasphemy a mortal can commit against the deity. #### Darkness Domain Spells
| Cleric Level | Spells | |:-:|:-| | 1st | *fog cloud, silent image* | | 3rd | *darkness, pass without trace* | | 5th | *fear, nondetection* | | 7th | *confusion, greater invisibility* | | 9th | *dream, mislead* | #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency in the Stealth skill. #### Blessed by the Darkness Also starting at 1st level, you gain darkvision out to 60 feet. If you already have darkvision from other sources, the range of your darkvision is increased by 30 feet. Additionally, whenever you make a Dexterity (Stealth) check while in the darkness, your proficiency bonus is doubled for the check. You do not gain this benefit if you have disadvantage on the Dexterity (Stealth) check. #### Channel Divinity: Veil of Darkness Starting at 2nd level, you can use an action to present the holy symbol and evoke the name of your deity, conjuring a magical veil that wipes senses of a creature you can see within 30 feet of you. The creature must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature becomes blinded and deafened and cannot take reactions for 1 minute or until your concentration is broken (as if concentrating on a spell). The creature can repeat the Wisdom saving throw at the end of its turns, ending the effect on a successful save. \columnbreak #### Channel Divinity: Cloak of Darkness When you reach 6th level, as an action, you can use your Channel Divinity to choose yourself or a willing creature you can see within 10 feet of you. If the chosen creature is in an area of dim light or darkness, it turns invisible for 1 minute. The effect ends early for the creature when it is exposed to bright light, or when you use this feature again before the duration. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### One with the Darkness By 17th level, you can see normally in both magical and nonmagical darkness within the radius of your darkvision. Additionally, while you are in the area of darkness, you can use an action to turn invisible until the end of your next turn or until you are exposed to bright light. When you use this feature, you can teleport into an unoccupied space you can see within 30 feet of you as a part of the same action, which also should be in darkness. \pagebreakNum ### Earth Domain Gods of earth symbolizes the untamed and primal earth, and extends to rocks, soil, and minerals it encompasses. Notable deities of darkness include: Ego the Living Planet; Gaia, the Mother Earth; Kuei, the Earth Emperor of Ba Sing Se; Neltharion, the Earth-Warder; and Therazane the Stonemother. Earth worship is commonly found along with the faith for life and nature, given that most earth deities overlap with life and nature deities. However, an exclusive faith for the deities of earth can be observed in quarries and mines, where the miners and workers pray for underground fortunes and ward against any haphazards that can claim their life beneath the earth. #### Earth Domain Spells
| Cleric Level | Spells | |:-:|:-| | 1st | *catapult, earth tremor* | | 3rd | *earthbind, Maximilian's earthen grasp* | | 5th | *erupting earth, meld into stone* | | 7th | *vitriolic sphere, stoneskin* | | 9th | *conjure elemental⁎, wall of stone* | ___ - ⁎ Unless you gain this spell from another source, you can only summon earth elementals with it. #### Bonus Cantrip When you choose this domain at 1st level, you gain the *mold earth* cantrip. This cantrip counts as a cleric cantrip for you, and it does not count against the number of cleric cantrips you know. #### Earthen Buffer Also starting at 1st level, your deity grants you a protective buffer conjured from dust, soil, and stones. The buffer has hit points equal to your cleric level + your Wisdom modifier (minimum of 1). Whenever you take damage, the buffer takes the damage instead. If this damage reduces the buffer to 0 hit points, you take any remaining damage. When the buffer is reduced to 0 hit points, it is temporarily dismissed and cannot be used again until you finish a long rest. After a long rest, your buffer regains all expended hit points. The buffer can be damaged by effects that dispels magic. When you are affected by *dispel magic* spell or other similar effect that ends magic, the buffer takes 2d6 force damage, if it has any hit points left. If this damage reduces the buffer to 0 hit points, you do not take any remaining damage. #### Channel Divinity: Earthen Shield When you reach 2nd level, when a friendly creature you can see within 30 feet of you takes damage, you can use your Channel Divinity as a reaction to conjure a set of magical protection for the creature. The creature gains temporary hit points equal to twice your cleric level + your Wisdom modifier (minimum of 1), which takes as much triggering damage as possible. The creature loses all temporary hit points gained this way at the start of its next turn. \columnbreak #### Vanguard of the Earth At 6th level, once on each of your turn when you hit a creature with a weapon attack, your Earthen Buffer regains a number of hit points equal to half the damage dealt, rounded down (minimum of 1). Additionally, whenever you cast a cleric spell of 1st level or higher, your Earthen Buffer regains a number of hit points equal to twice the spell's level. Your Earthen Buffer cannot regain hit points beyond its hit point maximum; any hit points regained in excess of this number are lost. This feature has no effect if your Earthen Buffer is reduced to 0 hit points and temporarily dismissed. #### Divine Strike Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 damage with the attack. The extra damage is of the same damage type dealt by the weapon. The extra damage increases to 2d8 when you reach 14th level. #### Envoy of the Earth By 17th level, as long as you have at least 1 hit point remaining in your Earthen Buffer, you gain resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, as long as you are conscious, you cannot be shoved or knocked prone against your will by nonmagical means, and the area within 5 feet of you counts as difficult terrain for hostile creatures. \pagebreakNum ### Vice Domain Gods of vice, as the name suggests, encourages acts and behaviors often considered undesirable, criminal, and downright evil. Notable deities of darkness include: Fraus, God of Treachery and Fraud; Hermes, the Patron of Thieves; Mehrunes Dagon, the Daedric Prince of Destruction; Molag Bal, Daedric Prince of Domination and Enslavement of Mortals; and Tzeentch, the Changer of Ways. Religious activities devoted for the deities of vice are almost indistinguishable from organized crime. Followers kill, scam, lie, and violate every imaginable rules in the name of their deities. To them, breaking the law is not just a deviation; it is their presentation of faith. It does not help that an untold agreement is that the more severe the violation one commits, the more devoted they are. #### Vice Domain Spells
| Cleric Level | Spells | |:-:|:-| | 1st | *bane, hex* | | 3rd | *enthrall, hold person* | | 5th | *bestow curse, enemies abound* | | 7th | *phantasmal killer, sickening radiance* | | 9th | *dominate person, hold monster* | #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency in martial weapons. Additionally, you gain proficiency in one of the following tools: Forgery kit, poisoner's kit, thieves' tools. #### Agent of Malice Also starting at 1st level, when a creature that you can see hits you with an attack, you can use your reaction to deal psychic damage equal to half your cleric level plus the damage you have taken against the attacker (minimum of 1). 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. #### Channel Divinity: Hand of Violence Starting at 2nd level, you can use your Channel Dvinity option as a bonus action to imbue one melee weapon in your hand with your deity's malicious intent. For 1 minute, you gain the following benefits: - If the imbued weapon is nonmagical, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - When you hit a creature with the imbued weapon, you deal an extra psychic damage equal to your Wisdom modifier with the attack (minimum of 1). - When you score a critical hit with a weapon attack using the imbued weapon, you roll one additional weapon damage die when determining the extra damage for a critical hit you make with it. \columnbreak #### Channel Divinity: Exploit Weakness When you reach 6th level, when a creature you can see within 30 feet of you is hit by an attack, you can use Channel Divinity as a reaction to overwhelm it with your deity's imposing presence. Until the end of your next turn, the creature suffers a penalty on it Armor Class and all saving throws equal to your Wisdom modifier (minimum of -1). When the creature takes damage while under the effect of this feature, it takes an extra damage equal to your Wisdom modifier (minimum of 1), and the feature ends for that creature. #### Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 psychic damage with the attack. The extra damage increases to 2d8 when you reach 14th level. #### Agent of Vice When you reach 17th level, a creature that takes psychic damage from your Agent of Malice feature cannot take reactions until the end of its next turn, and it can take an action or a bonus action on its next turn, but not both. Additionally, when you take the Attack action on your turn, you can use a bonus action to make one weapon attack with the weapon imbued with your Hand of Violence feature. \pagebreakNum ### Water Domain Gods of water symbolizes all bodies of natural water, up to and including streams, river, pond, and ocean. Notable deities of darkness include: Anuketh; the Goddess of the Nile and Nourisher of the Earth; Granmammare the Great Mother; Maligula, the Deluge of Grulovia; and Utnapishtim, the Survivor of the Flood. Worship of water deities is naturally found in coasts and shores, although water deities are also worshipped in farmsteads, along with fertility deities. A more archaic form of water god worship involved a devotee fully submerged in an open body of water for the entire course of ritual, but it has been simplified to dipping one's feet during the prayer. #### Water Domain Spells
| Cleric Level | Spells | |:-:|:-| | 1st | *create or destroy water, fog cloud* | | 3rd | *misty step, warding wind* | | 5th | *tidal wave, wall of water* | | 7th | *control water, watery sphere* | | 9th | *conjure elemental⁎, maelstrom* | ___ - ⁎ Unless you gain this spell from another source, you can only summon water elementals with it. #### Bonus Cantrip When you choose this domain at 1st level, you gain the *shape water* cantrip. This cantrip counts as a cleric cantrip for you, and it does not count against the number of cleric cantrips you know. #### Aquatic Affinity Also starting at 1st level, you can hold your breath for a number of hours equal to 1 + your Constitution modifier, to a minimum of 30 minutes. Additionally, while you are not wearing medium or heavy armor, you gain swimming speed equal to your walking speed. #### Channel Divinity: Watery Wrath When you reach 2nd level, you can use your Channel Divinity as an action to conjure a stream of water with your deity's divine wrath, which then leaps onto a creature you can see within 30 feet of you. The creature must succeed on a Strength saving throw against your cleric spell save DC or be engulfed by the stream. The engulfed creature suffers pentaly as if it is fully submerged, as described in the *Player's Handbook*. This feature lasts for 1 minute or until your concentration is broken (as if concentrating on a spell). You can end the feature earlier on your turn (no action required). At the end of each of its turn, the engulfed creature can make another Strength saving throw. On a successful save, the effect of this feature ends for that creature. #### Channel Divinity: Veil of Water At 6th level, you can use your Channel Divinity as a bonus action to envelop yourself or a willing creature you can see within 30 feet with spectral veil of water. For 1 minute, the enveloped creature gains the following benefits: \columnbreak > ##### Underwater Combat and Survival > > *Player's Handbook* has a list of rules for swimming speed, suffocating, and underwater combat (p.182-183, 198). Here are the summary of these rules, for the sake of convenience: > > - A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier, to a minimum of 30 seconds.When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier, to a minimum of 1 round. At the start of its next turn, it drops to 0 hit points and starts dying. > > - A creature that does not have swimming speed must use 1 extra foot for each foot of movement. > > - When making a melee weapon attack, a creature that does not have a swimming speed has disadvantage on the attack roll, uness the weapon is a dagger, javelin, shortsword, spear, or trident. > - A ranged weapon attack automaticaly misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage, unless the weapon is a crossbow, net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). - The creature can breath underwater, and it gains swimming speed equal to its walking speed. - The creature gains resistance against fire damage. - All ranged weapon attacks against the creature have disadvantage on the attack roll, unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Aquatic Safeguard By 17th level, you can breathe underwater, and whenever you use your Veil of Water feature on a friendly creature, you also gain the same benefit for its duration. Additionally, as long as you are under the effect of your Veil of Water feature, you gain resistance against all damage except force and psychic, and all opportunity attack rolls against you have disadvantage. \pagebreakNum ### Optional Class Feature Here are two optional class features for the cleric class: Rebuke Undead and Command Undead. You can gain these features if you meet the level requirement noted in each feature's description. Please consult with your DM when deciding whether to use these features. #### Rebuke Undead *2nd-level cleric feature, which replaces the Turn Undead feature* ___ You can use your Channel Divinity to awe undeads into submission. As an action, you present your holy symbol and speak a prayer rebuking the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, an undead becomes rebuked for 1 minute or until it takes any damage. A rebuke creature cowers in awe and becomes frightened of you for the duration. It also cannot take reactions. On its turn, a rebuked creature does nothing. All attack rolls have advantage against the rebuked creature. #### Command Undead *5th-level cleric feature, which replaces the Destroy Undead feature* ___ After you reach 5th level, when a creature fails its saving throw against your Rebuke Undead feature, you can instead take control of the creature for 1 hour if its Challenge Rating is at or below a certain threshold, as shown in the table below. | Cleric Level | Chllange Rating | |:---:|:---:| | 5th | 1/2 | | 8th | 1 | | 11th | 2 | | 14th | 3 | | 17th | 4 | On each of your turns, you can use a bonus action to mentally command any creature you have taken control with this feature if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. After the duration, the creature stops obeying any command you have given it. \columnbreak ## Credits All contents are created by [Weirdo Whoever](https://weirdowhoever.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](https://www.dandwiki.com), [NaturalCrit Homebrewery tool](https://homebrewery.naturalcrit.com), and [GM Binder](https://www.gmbinder.com) for providing the templates for my imaginations. Most of the Divine Domain options are originally posted on the [Assorted Cleric Domains](https://drive.google.com/file/d/1beIU9hRoGsVJf8Iw36zCizoSOzwNUmj4/view?usp=sharing) article. A very, very special thanks to [u/TheAmethystDragon](https://www.reddit.com/user/TheAmethystDragon/) for the feedback. Dear u/TheAmethysDragon: Most apologies, I was away for too long. Your feedbacks have helped me flesh out this particular homebrew even further. ***Madness Domain.*** All deities from the example are derived from other works: Azathoth is from Cthulhu mythos; Discord is from *My Little Pony: Friendship is Magic* (yeah yeah, say what you will, but, John de Lancie *nailed* him); Sheogorath is from *The Elder Scrolls* franchise; and Xom is from *Dungeon Crawl.* The Insane Incidents table effect where you feel an urge to eat exotic fruits is from the Japanese series *The Hero Yoshihiko and the Devil King's Castle*. The Insane Incidents table effect where you take damage whenever you say the word "it" is from the film *Monty Python and the Holy Grail*. ***Blaze Domain.*** All deities from the example are derived from other works: Cthugha is from Cthulhu mythos; Igns is from the videogame *Dungeon Crawl;* Gwyn is from the videogame *Dark Souls*; and Ragnaros is from the videogame *World of Warcraft*. ***Darkness Domain.*** All deities from the example are derived from other works: Azura and Nocturnal is from *The Elder Scrolls* franchise; Dithmenos is from the videogame *Dungeon Crawl;* Nyx is from Greek mythology, but influenced by the videogame *Persona 3* here; and Pitch Black is from the film *Rise of the Guardians.* ***Earth Domain.*** All deities from the example are derived from other works: Ego is from Marvel Comics; Gaia is from the Greek mythology; Kuei is from the animation *Avatar: The Last Airbender* (I know he's not really a god or anything, but remember, *there is no war in Ba Sing Se*); and Therazane is from the videogame *World of Warcraft*. ***Vice Domain.*** All deities from the example are derived from other works: Fraus is from Roman mythology; Hermes is from Greek mythology; Mehrunes Dagon and Mola Bal are from *Elder Scrolls;* and Tzeentch is from *Warhammer*. ***Water Domain.*** All deities from the example are derived from other works: Anuket is from the Egyptian mythology; Granmammare is from the animated film *Ponyo*; Maligula is from the videogame *Psychonauts 2*; and Utnapishtim is from the Mesopotamian mythology. ***Rebuke Undead and Control Undead.*** Converted from an evil-aligned cleric feature in 3.5rd edition, as listed in the [System Reference Document](https://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead).