Base Class: Cleric
Gather and protect a flock of believers
Domain Spells
You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.
Grave Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | command, false life |
| 3rd | gentle repose, hold person |
| 5th | revivify, vampiric touch |
| 7th | compulsion, death ward |
| 9th | dominate person, raise dead |
Protect the Flock
At 1st level, 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.
Gather the Herd
1st-level Shepard Domain feature
You are a master of manipulation, you know how to use the desires and insecurities of others to bend them to your will. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Channel Divinity: Demand Peace
2nd-level Shepard Domain feature
You can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: Govern Faith
At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
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