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Civilization Domain

Civilization Domain Spells
Cleric Level  Spells
1st  comprehend languages, sanctuary
3rd  suggestion, warding bond
5th  beacon of hope, leomund's tiny hut
7th  fabricate, guardian of faith
9th  commune with civilization, hallow

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, as well as two tools of your choice. You also gain proficiency in one of the following skills of your choice: History, Investigation, or Persuasion.

Divine Consul

Starting at 1st level, you are able to sense the presence of civilization itself. By spending 1 minute in meditation, you can discern the direction, distance, and name of the nearest settlement within 100 miles. You also learn the name and title of the ruler of that settlement, as well as the name and title of their liege, if they have one. Additionally, you learn the majority race and culture, as well as the general size and description of the settlement, such as "port city" or "farming town".

Channel Divinity: Flagbearer

Starting at 2nd level, you carry forth the colors of your faith and your civilization, rallying your allies to action in its name.   As an action, you can use your Channel Divinity to conjure an incorporeal banner in an unoccupied space within 5 feet of you, bearing the flag of your civilization, faith, or your own personal heraldry.   When you place the banner, each friendly creature within 60 feet of it that can see the banner can immediately move up to their speed towards it as a reaction, without provoking attacks of opportunity. The banner projects a holy aura with a radius of 30 feet. When a friendly creature within the aura makes a saving throw, they can roll a d4 and add the number rolled to the saving throw. Undead within the aura have disadvantage on saving throws against any effect that turns undead. The banner lasts for 10 minutes, or until you use this Channel Divinity again.

Shared Burden

Beginning at 6th level, When a friendly creature within 30 feet of you takes damage, you can use your reaction to magically split the damage between you and the target. The target instead takes half as much damage, and you take the same amount of damage. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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.

Colonization

Starting at 17th level, you can effortlessly turn even the most desolate of wilderness into a bastion of civilization. You gain the mighty fortress and temple of the gods spells, which count as cleric spells for you, and don't count against the number of spells you can prepare each day. When you cast either of these spells, you can do so without material components.

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