New Cleric Domains for your D&D Game

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I was fleshing out the gods of my homebrew D&D setting, Primordia, in preparation for my Hinterlands of Elandria campaign. I quickly realized that the domains provided for D&D weren’t enough to cover the Primordian gods, so I decided to come up with a few domains of my own to fill the gaps.

One of the things I love about the design of a lot of the subclasses in 5e is that they allow you to build a character with a multiclass feel without having to multiclass. Many of these domains follow that tradition.

One of my players, Craig, is using the Travel domain for his cleric character, Quincy. However, the rest of these domains haven’t been playtested, so use them at your own risk.

As is always the case with homebrew content I post on this blog, if you do use any of this material in your game, I would love to hear from you. How did these domains work for you? How did you and the players like them? Did you make any changes?

Without further ado, here are a few more cleric domains you can use in your D&D game. I hope you enjoy them.

Check out these domains and more in Lex’s latest D&D supplement!

Check out these domains and more in Lex’s latest D&D supplement!

Charm Domain

The charm domain is ideal for gods whose clerics are known for being good with people. In Primordia clerics of Imora, goddess of good luck, fortune and games of chance have this domain. Clerics of the goddess Inara, goddess of love, beauty, romance, sex, desire, fertility, pleasure and healing also have the charm domain.

The charm domain is great for a player who wants to play a more socially proficient cleric. The domain spells include charm spells as well as some illusions. These illusions are used by clerics of Imora to help stack the odds in their favor, and they are often used by clerics of Inara to enhance their appearance and emotional effect on people. The charm domain can give a cleric a cleric-bard multiclass feel.

Domain Spells

1st - Charm person, disguise self

3rd - Enthrall, suggestion

5th - Dispel magic, hypnotic pattern

7th - Greater invisibility, hallucinatory terrain

9th - Modify memory, seeming

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in Persuasion. You also gain the friends cantrip if you don’t already know it.

Channel Divinity: Charm Humanoids

Starting at 2nd level, you can use your Channel Divinity to charm humanoids.

As an action, you present your holy symbol and invoke the name of your deity. Each humanoid creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Resist All Others

Starting at 6th level, when you or a creature within 30 feet of you is subjected to a charm effect, you can use your reaction to grant advantage to the creature on its saving throw against that charm effect.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Minions

At 17th level, you gain the ability to command humanoids. While creatures are charmed by your Charm Humanoids feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Check out Lex’s latest D&D supplement!

Check out Lex’s latest D&D supplement!

 Hunt Domain

The hunt domains is the perfect domain for nature deities whose portfolios include hunting. In Primordia, clerics of the goddess Dianara, goddess of the hunt, wild animals, wilderness and foraging have the hunt domain. The domain spells include a number of ranger spells, giving this domain a unique flavor.

The hunt domain is great for a player who wants to play a cleric who is also an archer. It’s also great for a player who wants to play a more “naturey” cleric. Clerics of the hunt domain ultimately perform best in light armor, which also gives them a different feel from most other clerics, who tend to use medium or heavy armor. The hunt domain can give a cleric character a cleric-ranger multiclass feel.

Domain Spells

1st - Hunter’s mark, longstrider

3rd - Locate animals or plants, pass without trace

5th - Water breathing, water walk

7th - Freedom of movement, locate creature

9th - Commune with nature, tree stride

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with longbows. You also gain proficiency in Survival. If you’re already proficient in Survival, you gain proficiency in Nature instead.

Hunter Priest

From 1st level, you god delivers bolts of inspiration to you while you are engaged in the hunt. When you use the Attack action, you can make one weapon attack as a bonus action.

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: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

Soul of the Hunter

Starting at 6th level, your mastery of the hunt grants you a number of special abilities:

  • You gain a +1 bonus to AC while you are wearing light or no armor.

  • You gain advantage on saving throws against poison and resistance to poison damage.

  • When you hit a beast with an attack, you deal additional force damage to it equal to your cleric level.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of the Hunt

At 17th level, your affinity for nature becomes more powerful due to your deity’s blessing. You gain immunity to poison damage and the poisoned condition. While you’re wearing light or no armor, you have resistance to bludgeoning, piercing and slashing damage from non-magical attacks.

Perform Domain

The perform domain is perfect for gods with the arts in their portfolios. In Primordia clerics of Baros, god of music, the arts, storytelling, poetry and performance have the perform domain.

The perform domain includes some illusions in its domain spells which can be used to enhance the cleric’s performances and help to sway the cleric’s audience.

The perform domain is great for a player who wants their cleric to have more illusion abilities and be able to perform and influence people. This domain gives the cleric a cleric-bard multiclass feel.

Domain Spells

1st - Disguise self, faerie fire

3rd - Calm emotions, enthrall

5th - Major image, tongues

7th - Fabricate, greater invisibility

9th - Mislead, seeming

Bonus Proficiency

You gain proficiency in a musical instrument of your choice. You also gain proficiency in the Performance skill; if you’re already proficient in Performance, you gain proficiency in another musical instrument instead.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Travel Domain

The travel domain is perfect for gods whose portfolios include things like traveling, exploration and trade. In Primordia clerics of the goddess Marganna, goddess of travel, trade, diplomacy, commerce, language and communication have the travel domain.

The travel domain includes spells that will be helpful on journeys and in dealing with foreign peoples. It will be very useful to clerics who want to travel and explore and be able to socialize with anyone, anywhere.

The travel domain is great for a player who wants to play a cleric who’s an explorer, diplomat or trader. It enhances a cleric’s social abilities and gives them some magic normally limited to characters like wizards and sorcerers.

Domain Spells

1st - Comprehend languages, longstrider

3rd - Darkvision, pass without trace

5th - Sending, tongues

7th - Dimension door, freedom of movement

9th - Teleportation circle, passwall

Bonus Proficiency

You gain proficiency in Survival. You also know an additional language.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect last for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

 Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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