Cleric
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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