Cleric: Community Domain
In a world where the gods are quiet, you become their hands. The world needs to be brought together more than ever now, and the community domain exists for this purpose. You are sent into the world to attempt to piece together the fractured hopes of its people, and repair decades of hate that drive it further apart.
Community Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | sanctuary, shield of faith |
| 3rd | calm emotions, enhance ability |
| 5th | create food and water, tongues |
| 7th | death ward, fabricate |
| 9th | greater restoration, hallow |
Bonus Cantrip
When you choose this domain at 1st level, you gain the guidance cantrip if you don't already know it.
Consecrate Meal
When you choose this domain at 1st level, you gain the ability to bless the food your allies consume. You can spend 1 minute in prayer to bless a meal before it is consumed, providing all creatures of your choice who consume the meal a d4 blessed dice. This dice lasts until the creature takes a rest. The dice can be spent as part of an attack or ability check, allowing the creature to add 1d4 to the roll.
Your blessed dice becomes 1d6 at 10th level.
Locked Arms
At 6th level, when you and your allies stick by each other's side, you can endure much more than you could alone. Creatures of your choice within 5 feet, and friendly creatures within 5 feet of those creatures, are considered linked for the purposes of this subclass.
Whenever two or more linked creatures are forced to make a saving throw at the same time, if at least one linked creature succeeds the saving throw, all linked creatures can choose to succeed the save.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stand against the World
At 17th level, you and your allies become unstoppable when you stand together. The distance a creature can be from you or another linked creature to gain the benefits of Locked Arms becomes 15 feet, and all linked creatures gain a +2 bonus to their AC and Saving Throws, and can’t be charmed, frightened, or possessed.