Subclasses - Cleric - GM Binder PDF
Subclasses - Cleric - GM Binder PDF
Subclasses - Cleric - GM Binder PDF
Table Of Contents
Cleric Subclasses
Art Domain
Dream Domain
Hunting Domain
Love Domain
Moon Domain
Sea Domain
Threshold Domain
Wealth Domain
A Song of Ice and Fire: Drowned God Domain
A Song of Ice and Fire: Lord of Light Domain
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Art Domain Channel Divinity: Divine Inspiration
Gods of art, such as the Muses, Apollo, Xochipilli, and Starting at 2nd level, you can use your Channel Divinity to
Saraswati, hold sway over a bevy of different skills including become endowed with divine inspiration. The next ability
crafts, dancing, drawing, music, painting, poetry, pottery, check you make in the next hour with an artisan's tool or
sculpture, smithing, storytelling, theatre, and weaving. From musical instrument with which you are proficient is
the beginning of peoples, these skills have been used to automatically a 20 on the d20 roll.
communicate, entertain, and inspire. A cleric of the Art Improved Muse
Domain use their divine and natural gifts to shepherd the When you reach 6th level, the die rolled for your guidance
creation of art, either through their own creation or through cantrip becomes a d8. It becomes a d10 at 11th level and d12
the inspiration others. at 17th level.
Art Domain Features In addition when you cast the guidance cantrip, the target
Cleric
can immediately use its reaction and choose to either stand
Level Feature
up from prone or move up 10 feet. This movement doesn’t
provoke opportunity attacks.
1st Domain Spells, Bonus Proficiencies, Muse
2nd Channel Divinity: Divine Inspiration
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
6th Improved Muse (d8) damage you deal with any cleric cantrip.
8th Potent Spellcasting
Enrapturing Performance
11th Improved Muse (d10) Starting at 17th level, you may enrapture with an artistic
Enrapturing Performance, Improved Muse display. As an action, you may make a performance. Any
17th
(d12) creature of your choice within 60 feet that can see or hear
must make a Wisdom saving throw against to your cleric spell
Domain Spells
save DC. On a failure, the targets are at disadvantage on all
attack rolls, ability checks, and saving throws for 1 minute or
You gain domain spells at the cleric levels listed in the Art until you no longer take an action on subsequent turns to
Domain Spells table. See the Divine Domain class feature for concentrate on the performance, as if on a spell.
how domain spells work.
Art Domain Spells
Cleric Level Spell
1st color spray, silent image
3rd enhance ability, pyrotechnicsEE
5th major image, sending
7th fabricate, stone shape
9th animate objects, creation
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
with eight of your choice of the artisan's tools and musical
instruments.
Muse
Also at 1st level, you learn the guidance cantrip, which doesn’t
count against the number of cleric cantrips you know. For you,
it has a range of 30 feet, you can cast it as a bonus action, and
the spell's die is now a d6.
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Dream Domain As an action, you touch a creature with your holy symbol
and whisper a divine word. The creature must succeed on a
Deities who rule over sleep and dreams—such as the Oneiroi, Constitution saving throw or fall unconscious. At the end of
Nott, Breksta, and Somnus—hold sway every night over the each of its turns, the target can make another Constitution
diurnal and every day over the nocturnal. Sleep is where we saving throw. On a success, it is no longer unconscious. If it
draw life and power and where we are most vulnerable. fails this save at the end of its turn three times consecutively, it
Dreams are where prophecies can arise and deep seated fears remains unconscious for 10 minutes. It wakes up at any point
and desires reside. Dream Domain clerics draw their power if it takes any damage.
from these enigmatic and powerful processes, and through
their devotion to their god, wander the waking world with Waking Life
wisdom. Starting at 6th level, you no longer need to sleep and can’t be
forced to sleep by any means. To gain the benefits of a long
Dream Domain Features rest, you can spend all 8 hours doing light activity, such as
Cleric Level Feature reading and keeping watch.
1st Domain Spells, Nightmare Divine Strike
2nd Channel Divinity: Sleep Touch At 8th level, you gain the ability to infuse your weapon with
6th Waking Life
divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
8th Divine Strike (1d8) deal an extra 1d8 psychic damage to the target. When you
14th Divine Strike (2d8)
reach 14th level, the extra damage increases to 2d8.
17th Somnambulist Somnambulist
When you reach 17th level, you may attempt to control a
Domain Spells sleeping humanoid. As an action, you may cast the dominate
You gain domain spells at the cleric levels listed in the Dream person spell targeting a sleeping humanoid. On a failed save,
Domain Spells table. See the Divine Domain class feature for the target remains asleep, but you may control it as if it were
how domain spells work. awake, and it appears awake to any who interact with it.
The spell lasts for the duration of their normal slumber (the
Dream Domain Spells approximate time will be made known to you after
Cleric Level Spell successfully casting the spell). The target cannot be forcibly
wakened from this sleep unless it ends the spell by
1st alarm, sleep succeeding a Wisdom saving throw from being damaged.
3rd darkness, silence Upon waking, it remembers none of its actions of what they
did in their sleep, except perhaps as a fuzzy dream.
5th catnapXGE, feign death Once you use this feature, you must finish a long rest before
7th divination, hallucinatory terrain you can use it again.
9th dream, greater restoration
Nightmare
When you choose this domain at 1st level, you can hurt
creatures through their dreams. As an action, you can deal
psychic damage to an unconscious creature equal to your
Wisdom modifier + your cleric level. This damage does not
end the target's unconsciousness if it normally would.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Channel Divinity: Sleep Touch
Starting at 2nd level, you can use your Channel Divinity to put
a creature to sleep.
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Hunting Domain Channel Divinity: Stalker
Since the first creatures existed, hunting has been a way of Starting at 2nd level, you can use your Channel Divinity to
life. Tracking, stalking, and slaying another creature for quietly pursue your quarry. As an action, you silently pray for
sustenance is a universal experience for creatures of all walks assistance. For the next hour, you gain a bonus to your
of life. And the gods that taught how to hunt, tended the Dexterity (Stealth) checks equal to your Wisdom modifier, and
beasts that were hunted, or were simply extraordinary hunters you and creatures within 30 feet of you cannot be tracked
themselves were there too. As a follower of the Hunting except by magical means and are able move stealthily while
Domain, you honor your ancestors and their survival by traveling at a fast pace.
achieving glory in the hunt. Channel Divinity: Hunting Trap
There are many gods of hunting, such as Artemis, Woden, Starting at 6th level, you can use your Channel Divinity to set
leader of the Great Hunt, Oshosi, Mixcoatl, Neith, Sedna, and a divine trap.
Rudra. They all have varied beliefs in their domain from only Over the course of 1 minute, you can trap four 5-foot
caring about slaying prey to respecting the creatures we must squares of your choice in an area within a 100-foot square
kill to survive. centered on you. The squares remain trapped for 8 hours. The
Hunting Domain Features first time a creature enters a trapped square, the trap is
sprung (you may designate certain creatures to not be able to
Cleric Level Feature trigger the trap). The creature must succeed on a Strength
1st Domain Spells, Bonus Proficiencies, Mark Prey saving throw or become restrained for 1 minute. It may use its
2nd Channel Divinity: Stalker
action on its turn to make a Strength saving throw, ending the
condition on a success.
6th Channel Divinity: Hunting Trap
Divine Strike
8th Divine Strike (1d8)
At 8th level, you gain the ability to infuse your weapon strikes
14th Divine Strike (2d8) with divine energy. Once on each of your turns when you hit a
17th Improved Mark Prey
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
Domain Spells damage increases to 2d8.
You gain domain spells at the cleric levels listed in the
Hunting Domain Spells table. See the Divine Domain class Improved Mark Prey
feature for how domain spells work. When you reach 17th level, your magic allows to become a
master hunter. When you cast hunter's mark, you always
Hunting Domain Spells know the distance and direction to the target, the target has
Cleric Level Spell disadvantage on Wisdom (Perception) checks to notice you,
1st entangle, hunter's mark and the extra damage dealt increases to 3d6.
3rd locate animals or plants, see invisibility
5th glyph of warding, meld into stone
7th locate creature, Mordekainen's faithful hound
9th conjure barrage, hold monster
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and
Survival.
Mark Prey
Also at 1st level, you gain special benefits when you designate
a creature as your prey. When you cast the hunter's mark
spell, the spell does not require concentration, and your
attacks against the target count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks
and damage.
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Love Domain Channel Divinity: Peace
Starting at 6th level, you can use your Channel Divinity to
Love can take on many forms. Friendship for those who earn force a temporary armistice.
our devotion. Romance for those who ignite our passions. As an action, you hold up your holy symbol and utter a
Compassion for a stranger in need. Sympathy for a person prayer of pacification forcing each creature within 60 feet to
with troubles. It can manifest itself in physical desires as well, succeed on a Charisma saving throw or be charmed by every
shepherding life through sex and birth. But in all its form, love other creature that also failed its saving throw for 1 minute. A
and its deities - Aphrodite, Cupid, Kama, Ishtar - are a creature can choose to fail this saving throw.
prominent aspect of every creature’s life. As a follower of a god
of love, your creed is one of bringing these aspects of love to Irresistible
your fellow beings. Starting at 8th level, when an effect of yours would charm
Love Domain Features
someone, your save DC gains a +1 bonus. When you reach
14th level, this bonus increases to +2.
Cleric Level Feature
1st Domain Spells, Compassion Sympathy
Starting at 17th level, a creature hurts when it causes you
2nd Channel Divinity: Allure pain. Anytime a creature damages you, it takes psychic
6th Channel Divinity: Peace damage equal to half the damage it dealt to you (rounded
down), as long as you haven't attacked or dealt damage to that
8th Irresistible (+1) creature since your last short or long rest.
14th Irresistible (+2)
17th Sympathy
Domain Spells
You gain domain spells at the cleric levels listed in the Love
Domain Spells table. See the Divine Domain class feature for
how domain spells work.
Love Domain Spells
Cleric
Level Spell
1st charm person, sanctuary
3rd calm emotions, enthrall
5th beacon of hope, mass healing word
Mordenkainen's private sanctum, Otiluke’s
7th
resilient sphere
9th dispel evil and good, mass cure wounds
Compassion
At 1st level, whenever you would regain hit points, you may
instead choose a creature within 60 feet to regain the hit
points instead.
You may do this 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: Allure
Starting at 2nd level, you can use your Channel Divinity to
become more alluring.
For the next 10 minutes, any creature who is within 30 feet
of you and who is not in combat with you must succeed on a
Wisdom saving throw or be charmed by you for the duration
or until you deal damage to it. While charmed, a creature
treats you as the most interesting and captivating creature it
has ever met.
If the creature succeeds on its saving throw, it is immune to
this effect for 24 hours. If a creature fails on its saving throw,
it is at disadvantage against saves to be charmed by you for 24
hours.
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Moon Domain Starting at 6th level, you can use your Channel Divinity to
recreate the maddening effects of the moon.
The moon is one of the most revered and important celestial As an action, you hold up your holy symbol and direct a
bodies. Many worlds may have multiple moons, and the beam of light to a creature within 30 feet of you. The target
domain can encompass all of them, but usually there is a must succeed on a Wisdom saving throw or be afflicted with a
single moon -- the largest or closest to the world -- that most short-term madness for 1 minute as determined by the Short-
civilizations recognize as the moon. This moon shines a light Term Madness table (pg. 259 of the Dungeon Master's Guide).
in the darkness and gives a method by which to track the days The target may make a Wisdom saving throw at the end of
and seasons. In addition, the moon has many noted mystical each of its turns, ending the effect on a success. The target is
influences. The cycles of the moon provide much in the ways at disadvantage on these saving throws if it is in direct
of magic influencing lycanthropy and madness. moonlight.
Clerics of the Moon Domain worship not only the moon but
the deity who represents it, although in many cases they are Potent Spellcasting
on and the same. Tsukuyomi-no-Mikoto, Chang'e, Thoth, and Starting at 8th level, you add your Wisdom modifier to the
Su'en are lunar deities, while Selene, Luna, Chandra, and damage you deal with any cleric cantrip.
Metztli are both lunar deities and the moon itself.
Improved Reflect
Moon Domain Features At 17th level, your ability to redirect radiant light improves.
Cleric Level Feature You can use your Reflect feature whenever a creature within
30 feet of you deals radiant damage, and it no longer requires
1st Domain Spells, Bonus Cantrip, Reflect your reaction to use.
2nd Channel Divinity: Wax and Wane
6th Channel Divinity: Lunacy
8th Potent Spellcasting
17th Improved Reflect
Domain Spells
You gain domain spells at the cleric levels listed in the Moon
Domain Spells table. See the Divine Domain class feature for
how domain spells work.
Moon Domain Spells
Cleric Level Spell
1st guiding bolt, sleep
3rd darkness, moonbeam
5th aura of vitality, daylight
7th aura of life, confusion
9th contact other plane, dream
Bonus Cantrip
When you choose this domain at 1st level, you gain the light
cantrip if you don’t already know it.
Reflect
Also at 1st level, you can act as the moon reflecting light.
Whenever you or a creature within 10 feet of you deals radiant
damage to a target, you may use your reaction to deal
additional radiant damage equal to your Wisdom modifier to
the target.
Channel Divinity: Wax and Wane
Starting at 2nd level, you can use your Channel Divinity to
increase or diminish the light around you.
As an action, you hold up your holy symbol and pray for the
light or the dark. If you prayed for the light, the area in a 30-
foot radius around you turns any darkness into dim light. If
you prayed for the dark, the area in a 30-foot radius around
you turns any dim light into darkness. This effect lasts 1 hour.
Channel Divinity: Lunacy
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Sea Domain Starting at 6th level, you can use your Channel Divinity to
summon a flood of water. As an action, you present your holy
The sea is a bringer of many things. It can bring food to the symbol and call forth a deluge of water into a 10-foot square
fisherman. It can bring adventure to the sailor. It can bring or 5-foot by 20-foot line (your choice) within 60 feet of you.
destruction with its storms. Many cultures honor the sea for Each creature of size Huge or smaller in the area must
what it brings. And many fear it for the same. A cleric of the succeed on a Strength saving throw or be pushed 25 feet in
Sea Domain draws their power from the sea’s many forms, one direction of your choice and knocked prone. The water
worshiping one of the many sea or water deities—Mazu, also pushes any objects not being worn or carried 25 feet in
Neptune, Susanoo, Tangaroa, Njord, Davy Jones, among them. the same direction and puts out any fire or flame in the area.
Sea Domain Features Divine Strike
Cleric Level Feature At 8th level, you gain the ability to infuse your weapon with
divine energy. Once on each of your turns when you hit a
1st Domain Spells, Bonus Proficiencies, Sea Life creature with a weapon attack, you can cause the attack to
2nd Channel Divinity: Water Armor deal an extra 1d8 bludgeoning damage to the target and
6th Channel Divinity: Deluge
drench it in water. When you reach 14th level, the extra
damage increases to 2d8.
8th Divine Strike (1d8)
14th Divine Strike (2d8)
Servant of the Sea
Starting at 17th level, you may cast the conjure elemental
17th Servant of the Sea spell to summon a water elemental without expending
material components. When casting it this way, it takes an
Domain Spells action to cast, and the spell does not require concentration.
You gain domain spells at the cleric levels listed in the Sea Once you use this feature, you must finish a long rest before
Domain Spells table. See the Divine Domain class feature for you can use it again.
how domain spells work.
Sea Domain Spells
Cleric Level Spell
1st create or destroy water, fog
3rd gust of wind, locate animals and plants
5th tidal waveEE, water breathing
7th control water, freedom of movement
9th control windsEE, maelstromEE
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
with vehicles (water) and martial weapons.
Sea Life
Also at 1st level, you can sense the direction to the location of
the nearest body of land if on the water or the nearest body of
water if on land. Additionally, you can breathe water, and your
swimming speed equals your walking speed.
Channel Divinity: Water Armor
Starting at 2nd level, you can use your Channel Divinity to
create a magical shielding of water. As an action, you can
touch a willing creature and utter a prayer of protection giving
it resistance to fire damage for 1 hour.
Channel Divinity: Deluge
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Threshold Domain As an action, you hold aloft your holy and speak a prayer of
barring, creating an invisible barrier at a point within 30 feet
The transition of passing from one area to another can be one of you. The wall appears in any orientation you choose, as a
of the most important undertakings of a person's life. Whether horizontal or vertical barrier or at an angle. It can be free
crossing into a home, or through cities walls, onto another floating or resting on a solid surface. You can make the wall
plane, or moving from this life to the afterlife, it is the up to 30 feet long, 10 feet high, and 1 foot thick. You can
threshold that creates this separation. Doors, portals, walls, shape the wall in any way you choose so long as it makes one
and even the barriers that exist between languages and continuous path. If the wall cuts through a creature's space
cultures are all under the purview of such deities as Ganesha, when it appears, the creature is pushed to one side of the wall
Hecate, Janus, Legba, Munjeon, and the Menshen. Clerics (your choice which side). Only creatures you choose can cross
following this domain honor these thresholds, both as a the barrier. The barrier lasts for 10 minutes.
means of protection and of traversing the worlds.
Improved Hidden Gateways
Threshold Domain Features Starting at 6th level, when you use your Hidden Gateway
Cleric Level Feature feature, the range increases to 60 feet and can be a place you
can see, one you can visualize, or one you can describe by
1st Domain Spells, Hidden Gateways stating distance and direction, such as "20 feet straight
2nd Channel Divinity: Liminal Barrier downward" or "upward to the northwest at a 45- degree angle,
6th Improved Hidden Gateways
30 feet."
8th Divine Strike (1d8) Divine Strike
14th Divine Strike (2d8)
At 8th level, you gain the ability to infuse your weapon with
divine energy. Once on each of your turns when you hit a
17th Supreme Gateway creature with a weapon attack, you can cause the attack to
deal an extra 1d8 force damage. When you reach 14th level,
Domain Spells the extra damage increases to 2d8.
You gain domain spells at the cleric levels listed in the Supreme Gateway
Threshold Domain Spells table. See the Divine Domain class When you reach 17th level, you can create a small network of
feature for how domain spells work. portals. By concentrating for 8 hours (as if on a spell), you can
Threshold Domain Spells create a 20-foot diameter portal within in 15 feet of you. This
Cleric portal is only visible to creatures of your choice and creatures
Level Spell with truesight and can be sensed through detect magic.
Creatures of your choice can enter the portal using 5 feet of
1st
comprehend languages, protection from good movement and exit another portal of your creation of their
and evil choice even if it is on another plane of existence.
3rd arcane lock, knock If you create another portal while you have a number of
portals created equal to your Wisdom modifier, one of the
5th blink, Leomund's tiny hut portals of your choice disappears.
7th banishment, guardian of faith
9th banishing smite, teleportation circle
Hidden Gateways
Starting at 1st level, you can access intrinsic arcane pathways
that exist in the world. As an action, you may teleport up to 30
feet away to an unoccupied place you can see.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Channel Divinity: Liminal Barrier
Starting at 2nd level, you can use your Channel Divinity to
create a magical barrier.
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Wealth Domain Monetary Exchange
Starting at 6th level, you can save money by substituting gold
Not merely pertaining to material wealth, the Wealth Domain for material components. When a spell requires material
also deals with good fortune and prosperity in life. Wealth components of a specified value, you may instead provide the
gods are obviously worshiped for a chance of success and value in gold pieces (or other coinage) as opposed to the
luxury. Many view clerics of the Wealth Domain as greedy actual object itself, and the value in gold you provide is ten
opportunists looking to push the scales in their favor. And percent lower than the cost listed.
while this may be true for some, in reality many wish to
succeed in a harsh, difficult world or believe that prosperity Potent Spellcasting
and wealth can be shared by all. Wealth Domain clerics honor Starting at 8th level, you add your Wisdom modifier to the
deities that aid them in their successes such as Pluto, damage you deal with any cleric cantrip.
Lakshmi, Jambhala, Caishen, Abundantia, and Vesunna.
Hoard
Wealth Domain Features At 17th level, you, and only you, have access to a pocket
Cleric Level Feature dimension the size of a 200 foot cube. As an action, you can
1st Domain Spells, Bonus Proficiency, Prosperity create a portal to your pocket dimension in an unoccupied
space within 10 feet of you. Creatures you allow can expend 5
2nd Channel Divinity: Appraisal feet of movement to move through the portal and enter the
6th Monetary Exchange pocket dimension at the location of your choosing.
Alternatively, you can retrieve an object from the pocket
8th Potent Spellcasting dimension as an action.
17th Hoard Any gold you keep in this pocket dimension magically
increases in value. For every 100 gold pieces you keep in the
Domain Spells pocket dimension for 30 days, 1 gold piece is added to the
You gain domain spells at the cleric levels listed in the Wealth pocket dimension.
Domain Spells table. See the Divine Domain class feature for If you are dead, you may have the contents of your pocket
how domain spells work. dimension reappear at a predetermined location of your
choosing or the nearest unoccupied space from the
Wealth Domain Spells predetermined location.
Cleric Level Spell
1st bless, unseen servant
3rd aid, arcane lock
5th beacon of hope, spirit guardians
7th aura of purity, Leomund's secret chest
9th creation, raise dead
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
with heavy armor and one gaming set of your choice.
Prosperity
Also at 1st level, you can increase a creature's chances to
prosper. When a creature within 30 feet of you makes an
ability check, attack roll, or saving throw, you may use your
reaction to give them advantage on the roll. You must do this
before you see the roll.
You may 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: Appraisal
Starting at 2nd level, you can use your Channel Divinity to
better assess the value of an object.
As an action, you wave your holy symbol over an object. You
learn if the object is cursed, its relative value, and anything you
would learn from the identify spell. Also, for the next hour if
you make a Charisma (Persuasion) check related to buying or
selling the object, you are considered proficient in the
Persuasion skill and add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
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A Song of Ice and Fire Subclasses Variant: Alternative Spells
This subclass is from a series of subclasses based For players who do not have access to Elemental
on the culture and world of A Song of Ice and Fire Evil Player's Companion, the drowned god domain
and Game of Thrones, but the various locations, spells tidal wave, control winds, and maelstrom can
people, and cultural touchstones mentioned can be replaced with water walk, cone of cold, and
easily be reworked to to fit campaigns not set in destructive wave respectively.
that world.
You can find more subclasses inspired by A Song
of Ice and Fire here.
We Do Not Sow
When you choose this domain at 1st level, you gain proficiency
with vehicles (water), heavy armor, and martial weapons.
A Song of Ice and Fire: Drowned
God Domain Sea Life
Also at 1st level, you have advantage on Wisdom (Medicine)
The ironborn were made by the Drowned God to dominate checks to stabilize a drowned creature. Additionally, you can
the waters of the earth through reaving, raping, and seeking breathe water, and your swimming speed equals your walking
glory in blood and song. He will not suffer cowards but has speed.
given every brave man "a gift", something in which he excels.
While all true ironborn worship the Drowned God, his Channel Divinity: The Iron Price
priests and clerics wear mottled robes of green, grey, and blue Starting at 2nd level, you can use your Channel Divinity to
and braid dried seaweed through their long hair and pillage from the weak. As an action, choose an object that you
untrimmed beard. Clerics will drink sea water from time to can see within 30 feet of you that a creature is holding,
time, and some eat only fish and bathe only in sea water. carrying, or wearing. The creature must succeed on a
These clerics perform a baptism of salt water to symbolically Strength saving throw or the object teleports to your hands.
drown a person as a means to give themselves to the
Drowned God. Some clerics actually drown the disciple and Channel Divinity: Deluge
then bring them back to life, using the "kiss of life". Not Starting at 6th level, you can use your Channel Divinity to
everyone is successfully revived, however. summon a flood of water.
As an action, you present your holy symbol and call forth a
Drowned God Domain Features deluge of water into a 10-foot square or 5-foot by 20-foot line
Cleric Level Feature (your choice) within 60 feet of you. Each creature of size Huge
1st Domain Spells, We Do Not Sow, Sea Life or smaller in the area must succeed on a Strength saving
throw or be pushed 25 feet in one direction of your choice and
2nd Channel Divinity: The Iron Price knocked prone. The water also pushes any objects not being
6th Channel Divinity: Deluge worn or carried 25 feet in the same direction and puts out any
fire or flame in the area.
8th Divine Strike (1d8)
14th Divine Strike (2d8) Divine Strike
At 8th level, you gain the ability to infuse your weapon with
17th What is Dead May Never Die divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
Domain Spells deal an extra 1d8 bludgeoning damage to the target and
You gain domain spells at the cleric levels listed in the drench it in water. When you reach 14th level, the extra
Drowned God Domain Spells table. See the Divine Domain damage increases to 2d8.
class feature for how domain spells work.
What is Dead May Never Die
Drowned God Domain Spells Starting at 17th level, your ceremonial drowning has given you
Cleric Level Spell protection from death. If you drop to 0 hit points and don’t die
outright, you can make a DC 10 Wisdom saving throw. If you
1st fog, wrathful smite succeed, you drop to 1 hit point instead and gain 10
3rd enthrall, gust of wind temporary hit points.
5th tidal waveEE, water breathing
Each time you use this feature after the first, the DC and
temporary hit points increase by 5. When you finish a short or
7th control water, freedom of movement long rest, the DC and temporary hit points gained reset to 10.
9th control windsEE, maelstromEE
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A Song of Ice and Fire: Lord of
Light Domain
R'hllor is also known as the Lord of Light, the Heart of Fire,
the God of Flame and Shadow but is commonly referred in
Westeros as the Red God. While very prominent in Essos, the
Lord of Light has but a small yet devoted following in the
Seven Kingdoms. These clerics of the R'hllor, or red priests
and priestesses, are blessed with divination through
pyromancy and the ability to resurrect the dead.
R'hllor, the god of light, fire, and life, is locked in an eternal
battle over the fate of the world with the Great Other, the god
of darkness, ice, and death. This battle will only end when the
legendary hero Azor Ahai returns wielding his flaming sword
Lightbringer and defeats the white walkers and their Long
Night once again.
Red priests light pyres in worship of the light and pray that
Azor will return soon for the night is dark and full of terrors.
Lord of Light Domain Features
Cleric Level Feature
1st Domain Spells, Bonus Cantrip, Warding Flare
2nd Channel Divinity: Radiance of the Dawn
6th Improved Flare
8th Potent Spellcasting
17th Corona of Light
Domain Spells
You gain domain spells at the cleric levels listed in the Lord of
Light Domain Spells table. See the Divine Domain class
feature for how domain spells work.
Lord of Light Domain Spells
Cleric Level Spell
1st burning hands, disguise self
3rd flame blade, scorching ray
5th daylight, fireball
7th divination, wall of fire
9th flame strike, raise dead
Bonus Cantrip
When you choose this domain at 1st level, you gain one
cantrip of your choice from the create bonfire, light, or
produce flame cantrips. The cantrip counts as a cleric cantrip
for you but doesn't count against your number of cantrips
known.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.