Class Options

Cleric

Rebuke Undead

As an action, you can expend a use of your channel divinity to rebuke an undead creature. Choose an undead creature within 25 feet of you. That creature must make a Wisdom saving throw (DC equal to your spell save DC). On a failed save, the creature is charmed by you for 1 hour, even if that creature cannot normally be charmed. While charmed by you, the creature must obey your verbal commands. You cannot charm an undead creature whose Hit Dice are greater than your cleric level. If you are at least 11th level and you rebuke an undead creature that is mindless, the charm effect is permanent.

Divine Domains

Death

Based on design by Wizards forum member gojirra.

Clerics of this domain worship gods of death, decay, and disease. Some are evil clerics that wish to bend the forces of nature to their wills, others consider themselves executioners, dealing death to those they feel unfit to live, while others still worship death as an essential force of nature, and serve as porters to the afterlife. Clerics of this domain are usually neutral or one of the evil alignments.

Examples of the gods of this domain include Hades of the Olympian pantheon; Anubis of the Pharaonic pantheon; Hel of the Asgardian pantheon; Yurtrus of the Forgotten Realms, and Nerull of Greyhawk.

The gods of death attract a variety of followers. You might be a harbinger of doom, offering up the souls of the living as prayers to your god. Or you might be an undead priest with the desire to spread pestilence and decay across the lands. Whatever your connection to death, you strike fear into the hearts of living beings wherever you go.

Domain Spells
1: curse, inflict wounds
3: ray of enfeeblement, spiritual weapon*
5: animate dead, speak with dead
7: blight, guardian of faith**
9: insect plague, raise dead
11: harm
13: destruction

*A cleric of the death domain typically summons a sickle or scythe as the manifestation of his spiritual weapon.
**A cleric of the death domain typically summons a dark-hooded figure as the manifestation of his guardian of faith.

Bonus Spells
You gain the chill touch cantrip if you don’t already have it. You also gain extra domain spells at levels 11, and 13, as shown in your Domain Spells table.

Disciple of Death
Whenever you deal necrotic damage to an enemy with a spell, the creatures takes additional damage equal to 2 + the spell's level. The spell must be at least 1st level.

Rebuke Undead
Starting at 2nd level, you can use your Channel Divinity to command the undead. This ability replaces Turn Undead.

Channel Divinity: Aura of Decay
Starting at 2nd level, you can use your Channel Divinity to emanate death and entropy.

As an action, you present your holy symbol to activate an aura of pestilent energy that lasts for 1 minute or until you dismiss it using another action. Any organic matter in a 25-foot radius of you begins to rot and decompose. Living creatures of your choice within the area of effect must make a Constitution saving throw with a DC equal to your cleric spell save DC. A creature takes necrotic damage equal to 2d8 + your cleric level on a failed saving throw and half as much damage on a successful one. Additionally, living creatures of your choice that end their turn within 25 feet of you on subsequent turns must make a constitution saving throw and take necrotic damage equal to 1d8 + your cleric level on a failed save and half as much on a successful one.

Touch of Death
At 20th level, when you score a critical hit with a melee attack against a creature, you can attempt to drain its life force. If the creature has 100 hit points or fewer, it must succeed on a Constitution saving throw with a DC equal to your cleric spell save DC. On a failed save, the creature dies.

Inquisition

Domain Spells
1: detect good and evil, protection from evil
3: hold person, zone of truth
5: dispel magic, crusader's mantle
7: divine power, guardian of faith
9: hold monster, true seeing

Bonus Proficiencies
You gain proficiency with heavy armor.

Judicator
You gain proficiency in two of the following skills: Insight, Intimidation, Perception.

Channel Divinity: Inquisitor's Judgement
Starting at 2nd level, you can expend a use of your Channel Divinity to halt a foe in its tracks. As an action, choose one creature you can see within 50 feet. That creature is restrained for as long as you maintain concentration, up to 1 minute. At the end of each of its turns, the affected target can make a Wisdom saving throw, with a DC equal to your cleric spell save DC. On a success, the creature is no longer restrained.

Panopticon
At 20th level, you gain truesight with a range of 100 feet.

Magic

Based on design by Wizards forum member AlHazred.

In a world rife with magical power and populated by wizards, dragons, and other magical beings, there are gods who shepherd, teach, and sometimes even embody magical power. This god is often also a deity of knowledge and learning, but in some pantheons those domains are separate. The nature and personality of a god of magic typically reflects a culture’s attitude toward the practice of magic: a kindly god reflects a positive view of the role of magic in the world where wizards are often kindly sages, while a god who is grim and secretive might emerge in a culture where magic is shunned or outlawed, practiced by witches and dark sorcerers.

The gods of this domain are most often neutral, but can have any alignment depending on the deity’s attitude toward magic.

Domain Spells
1: detect magic, 1st-level Mage spell
3: magic weapon, 2nd-level Mage spell
5: dispel magic, 3rd-level Mage spell
7: arcane eye, 4th-level Mage spell
9: contact other plane, 5th-level Mage spell
11: 6th-level Mage spell
13: 7th-level Mage spell

Bonus Spells
You gain the read magic cantrip if you don’t already have it. At each level where you gain a domain spell, you gain an extra spell of your choice from the Mage spell list, as shown in your Domain Spells table.

Channel Divinity: Divine Magic
Starting at 2nd level, you can use your Channel Divinity to cast your domain spells. As an action, you can expend a use of channel divinity to cast a 1st-level domain spell without using one of your spell slots. If you are at least 11th level, you can use Divine Magic to cast one of your 1st- or 2nd-level domain spells.

Magical Might
Starting at 20th level, you can choose one of your spell’s targets each round. That target gains disadvantage on any saves made against the spell you cast, and the target also gains no benefit from magic resistance against the spell.

Protection

Based on design by Wizards forum members Grifford and mutonizer.

Domain Spells
1: sanctuary, shield of faith
3: protection from poison, righteous shield
5: dispel magic, protection from energy
7: death ward, aura of purity
9: true seeing, circle of power

Bonus Proficiencies
You gain proficiency with heavy armor and shields.

Focused Resistance
You know resistance and three other cantrips. A creature under the effect of a resistance spell cast by you can add 1d6 to one saving throw, rather than 1d4.

Channel Divinity: Divine Shelter
Starting at 2nd level, you can use your Channel Divinity ability to ward an ally from harm. When another creature within 25 feet of you takes damage, you can spend a use of your channel divinity as a reaction. When you do so, reduce the damage the creature takes by 15. If you are at least 11th level, reduce the damage by 30 instead.

Absolute Shielding
At 20th level, when an ally you can see suffers damage, as a reaction, you can grant immunity to that damage type. The immunity ends after the damage is taken.

Storm

Based on proposal by Wizards forum member AlHazred.

The weather is ruled by a deity of thunder, lightning, and storms, and often also of war, physical might, and courage. Most often, the god of storm is a barbaric deity, commonly male, with a fury and physical prowess to match the raw power of the storm. In some pantheons, he is a ruler of the gods whose domain is the whole sky, and who is often known for swift, violent justice delivered via thunderbolt. In the pantheons of seafaring people, the storm god is often an ocean deity and patron of sailors.

Clerics of the storm are most often chaotic good, chaotic neutral, or chaotic evil. Zeus of the Olympian pantheon is an example of a Stormcaller who rules the gods and the sky, while Thor of the Asgardian pantheon is the headstrong son of the sky god. Set of the Pharaonic pantheon is a god of destructive storms, while the Forgotten Realms pantheon includes three "Gods of Fury" who rule storms: Talos the Storm Lord, Auril the Frostmaiden, and Umberlee the Sea Queen. Like Umberlee, Procan of Greyhawk and Zeboim of Dragonlance are sea deities who are appeased to abate the fury of storms.

Domain Spells
1: gust of wind, thunderwave
3: sound burst, wind wall
5: call lightning, sleet storm
7: divine power, ice storm
9: cone of cold, control winds

Bonus Proficiencies
You gain proficiency with heavy armor and shields.

Bonus Spell
You gain the shocking grasp cantrip if you don’t already have it.

Disciple of Storms
You gain proficiency with a weapon symbolizing your deity's power (often a warhammer representing thunder, a spear representing lightning, or a trident, associated with the sea).

Channel Divinity: Storm’s Fury
Starting at 2nd level, you can deliver the power of thunder through your weapon. When you hit a creature with a melee attack using a weapon with which you have proficiency, you can expend a use of your channel divinity to unleash a thunderclap. When you do so, each creature you choose within 10 feet of you must make a Constitution saving throw (DC equal to your cleric spell save DC). A creature takes 3d8 thunder damage on a failed save, and half as much damage on a successful one. If you are at least 11th level, the damage increases to 6d8.

Storm’s Wrath
At 20th level, whenever you hit with a melee attack with a weapon with which you have proficiency, you can deal an extra 2d8 damage. If your weapon deals slashing or piercing damage, this extra damage is lightning damage. If your weapon deals bludgeoning damage, this extra damage is thunder damage.

Paladin

Paladin Oaths

In addition to the Oath of Devotion and Oath of Vengeance, several new oaths are presented here.

Oath of Conquest

Based on design by Dan Head.

Some gods seek justice and promise mercy. Others believe that order must be imposed from above, that civilization must be brought to the lawless at any price, that conquest is the birthright of the powerful. For followers of these gods, there is the Oath of Conquest.

Domain Spells
3: Command, divine favor
5: Branding smite, magic weapon
7: Crusader's mantle, haste

Channel Divinity
You gain two Channel Divinity options:
Conqueror’s Weapon: As an action, you imbue a weapon you are holding with negative energy, gaining an advantage to attack and damage rolls equal to your Constitution modifier (minimum of +1) for the next minute. In addition, your attacks deal both physical and necrotic damage, and if your weapon was not previously considered magical, it is for the duration of this effect.

You can end this effect as a free action. If you fall unconscious or lose control of your weapon (or drop it) for any reason, this effect ends.

Dreadful Aspect: When you hit a creature with a melee attack using a weapon with which you have proficiency, you can expend a use of your channel divinity to reveal your dreadful aspect. When you do so, each creature you choose within 10 feet of you must make a Wisdom saving throw (DC equal to your spell save DC). Creatures that fail the save are frightened for 1 minute. On its turn, a frightened creature can use its action to make a Wisdom check (DC equal to your spell save DC) to end the effect.

Oath of Castigation

Channel Divinity
You gain two Channel Divinity options:
Dreadful Aspect: When you hit a creature with a melee attack using a weapon with which you have proficiency, you can expend a use of your channel divinity to reveal your dreadful aspect. When you do so, each creature you choose within 10 feet of you must make a Wisdom saving throw (DC equal to your spell save DC). Creatures that fail the save are frightened for 1 minute. On its turn, a frightened creature can use its action to make a Wisdom check (DC equal to your spell save DC) to end the effect.

Perfection Through Punishment: As an action, you present your holy symbol and choose any one enemy you can see. That enemy's mind is flooded with the inevitability of its punishment for crimes and wrongdoings committed. The target of the effect must make a Wisdom saving throw or suffer disadvantage on all attack rolls or ability checks it makes. The effect lasts for 1 minute or until the target drops to 0 hit points or falls unconscious. An affected creature can end the effect early by succeeding on another Wisdom save as an action. Fiends and undead make saves against this ability with disadvantage. If the target was using concentration to maintain a spell effect at the time that it failed the initial saving throw, that concentration is lost and the spell effect ends immediately.

Domain Spells
3: Cause fear, wrathful smite
5: Hold person, silence
9: Slow, speak with dead
13:
17: Damning smite, hold monster

Oath of Mortality

These paladins are sometimes called raven knights.

Channel Divinity
You gain two Channel Divinity options:
Dreadful Aspect: When you hit a creature with a melee attack using a weapon with which you have proficiency, you can expend a use of your channel divinity to reveal your dreadful aspect. When you do so, each creature you choose within 10 feet of you must make a Wisdom saving throw (DC equal to your spell save DC). Creatures that fail the save are frightened for 1 minute. On its turn, a frightened creature can use its action to make a Wisdom check (DC equal to your spell save DC) to end the effect.

Grave Touch: As an action, you can call on your holy symbol and cast the chill touch cantrip at your current level.

Domain Spells
3: Cause fear, sleep
5: Gentle repose, silence
9: Holy vigor, speak with dead
13: Aura of life, blight
17: Cone of cold, disintegrating smite

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