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.
Wise Persuasion
Starting at 3rd 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 Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Pacifist Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Sanctuary, Sleep |
| 5 | Calm Emotions, Hold Person |
| 7 | Charm Monster, Otiluke’s Resilient Sphere |
| 9 | Hold Monster, Wall of Force |
Channel Divinity: Momentary Pacifism
Starting at 3rd 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, DC (8 + wisdom modifier + Proficiency). On a fail they stop whatever they were doing, losing the action. On a successful save, they have disadvantage against cleric that used this reaction.
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.
True Pacifism
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.
Previous Versions
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