The deities of the Grave Domain are revered as the vigilant overseers of the delicate threshold that separates the realms of life and death. For these deities, death and the enigma of the afterlife constitute fundamental components of the intricate machinery that drives the multiverse’s cosmic design. The desecration of death’s sanctity or the defiance of the natural cycle is deemed an affront to the very order of existence.
Embracing their sacred charge, the followers of these deities embark on a sacred duty to quell the unrest that plagues the spirits of the departed. They are driven by a profound reverence for the deceased, and it is their solemn mission to guide the lingering souls to their rightful rest. With unwavering conviction, they stand as unyielding sentinels, fiercely opposing the forces of undeath that dare to disturb the fragile equilibrium between life and the beyond.
This devoted pursuit goes beyond the boundaries of the material world. Adherents of the Grave Domain tirelessly labor to alleviate the suffering of those on the precipice of mortality, offering solace and comfort in the face of the inevitable. Their healing touch eases the transition from life to death, ensuring that it unfolds with the gentlest grace.
In their mastery of magic, these clerics wield a unique power—a power that defies the unnatural forces that attempt to thwart the natural order. They have the ability to stave off the premature snuffing of a life, intervening when a creature faces an untimely demise. However, in alignment with their principles, they steadfastly abstain from wielding such magic to artificially extend a creature’s earthly existence beyond its ordained limits.
Domain Spells
1st-Level Cleric (Grave Domain) Feature
You gain the following spells at the listed cleric levels as domain spells.
Cleric Level | Spells |
1st | bane, false life |
3rd | gentle repose, ray of enfeeblement |
5th | graymantle, vampiric touch |
7th | blight, death ward |
9th | antilife shell, enervation |
Circle of Mortality
1st-Level Cleric (Grave Domain) Feature
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet and you can cast it as a bonus action. This range increases to 60 feet at 11th Level and to 120 feet at 17th Level.
Eyes of the Grave
1st-Level Cleric (Grave Domain) Feature
You gain the ability to occasionally sense the presence of undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Cleric Power Reservoir. You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave
2nd-Level Cleric (Grave Domain) Feature
You can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or a creature of your choice hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. If the creature would normally heal from a damage type inflicted, it instead takes no damage of that type.
Sentinel at Death’s Door
6th-Level Cleric (Grave Domain) Feature
You gain the ability to impede death’s progress. As a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by the critical hit are canceled.
You can use this feature a number of times equal to your Cleric Power Reservoir. You regain all expended uses when you finish a long rest.
Potent Spellcasting
8th-Level Cleric (Grave Domain) Feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls
17th-Level Cleric (Grave Domain) Feature
You can seize a trace of vitality from a parting soul and use it to heal the living. When a creature you can see dies within 30 feet of you, you or one creature of your choice that is within 30 feet of you regains hit points equal to the dead creature’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. A dead creature you affect in this way cannot be revived by anything short of the raise dead spell. Once you use it, you can’t do so again until the start of your next turn.
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