Base Class: Cleric
Most clerics are there to bring the will of their god to the people. This often means protecting the innocent from those who would harm them. This often ends in using force to destroy or at least harm others. There are some clerics however, that think that using violence to stop violence is somewhat of a paradox. These clerics find it unnecessary to harm others. They hope that one day all creatures can live peacefully together and that a personal vow of pacifism is the first step towards that future. There a some who see them as misguided but that won't stop them from spreading the pacifists ways. Though their personal code doesn’t allow harming any living soul, they are aware that others do not yet share their ideals. As such, they can still excuse violence as a last resort or as self-defence and will even aid other in battle. This doesn’t mean that they will condone overly violent actions.
Domain Spells
|
Cleric Level |
Domain Spells |
|
1st |
Sanctuary, Sleep |
|
3rd |
Calm Emotions, Hold Person |
|
5th |
Catnap, Hypnotic Pattern |
|
7th |
Charm Monster, Otiluke’s Resilient Sphere |
|
9th |
Hold Monster, Wall of Force |
Persuasive Wisdom
Starting at 1st level, your calm and wise words can help to persuade others. You gain proficiency with the Persuasion skill and can add you Wisdom modifier to any Charisma (persuasion) check you make.
Pacifist Cantrips
Starting at 1st level, you gain a few ways of aiding others in battle without harming anyone. You gain 3 cantrips of your choice, that don’t deal damage, from any spell list.
Channel Divinity: Momentary Pacifism
Starting at 2nd level, you can use your Channel Divinity to convince a creature to stop a violent action. When a creature within 60ft of you, attacks, cast a harmful spell or takes another form of action that is harmful to any living creature, you can use your reaction to force them to make an Wisdom saving throw. On a fail they stop whatever they were doing, losing the action. On a successful save, they either have disadvantage on the roll or other creatures have advantage to avoid the effects.
Conflicting Thoughts
Starting at 6th level, you can use your bonus action to imbue a creature within 60ft of you with pacifistic thought for a moment. It must succeed on a Wisdom saving throw or have disadvantage on its next attack.
Strong Pacifism
Starting at 8th level, your non-violent spells have become harder to resist. Creatures make their saving throws against your non-damaging cantrips and spells with disadvantage. This also counts for the saving throw against your Conflicting Thoughts feature.
True Tranquillity
Starting at 17th level, you are always under the effect of the Sanctuary spell. This effect ends if you ever deal damage to a living creature, but would then reappear after you finish a long rest. In addition, while under the effect, you can use your reaction to transfer the effect on to a other creature. The effect will return to you once the creature attacks or cast a spell or once you use your bonus action to return it to you.
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Posted Jan 31, 2020Our group is trying out 5E for a fantasy medieval Japan game, and need to support a Buddhist Priest who observes the way of Pacifism. This is a nice starting place, thanks for the ideas.
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Posted Nov 27, 2019Also, Domain spells are traditionally not one or the other, but both.
Not sure if this is a UI mistake or if you meant it that way :D
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Posted Nov 27, 2019Just a tip, there is no actual way to add the cantrips from other classes, which kinda stinks as it is a REALLY cool feature.