Base Class: Cleric
The Civilisation domain is concerned with the citizenry, commerce, traffic, and even architecture of civilization, it’s interests are limited not only to urban areas, but also to roads, waystations, and to an extent, the ruins of previous civilisations. In the eyes of a cleric of civilization, the center of life is a sense and spirit of community, and the greatest enemies to civilisations are those who seek to harm the common weal of those who recognise such areas as their home.
Domain Spells
You gain domain spells at the cleric levels listed in the Civilisation Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
Civilisation Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | comprehend languages, illusory script |
| 3rd | suggestion, arcane lock |
| 5th | sending, tongues |
| 7th | fabricate, guardian of faith |
| 9th | dispel evil and good, passwall |
Bonus Proficiencies
You gain proficiency with heavy armor. You also gain proficiency with an artisan's tool of your choice.
Heart of the City
From 1st level, you are able to tap into the spirit of the community found in the city. While you are within any urban area, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check and you are considered proficient on that skill. You can use this feature a number of times equal to your Wisdom Modifier (a minimum of once). You regain expended uses when you finish a long rest.
Channel Divinity: Spirits of Civilisations
Starting at 2nd level, you can use your Channel Divinity to call on the spirits of the civilisations that inhabit your surrounding for aid. As an action, you present your holy symbol, and affecting objects on your surroundings to an extent, you can cause doorways and windows to open or close, make light sources shine on, or off, slam gates and portcullis closed (light sources and threshold effects last for up to a minute), make hanging objects drop to the ground, or other similar effects.
Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone, restrained, or surrounded by difficult terrain (your choice) caused by environmental hazards present in the immediate vicinity (such as localised ground quakes, shattering of windows, being enveloped by hanging tapestry or clothes, or by a clothesline). A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.
This feature is entirely local and affects only objects and terrain within 30 feet of you. Determination of what objects are available within range and how the physical effects of those objects manifest are left to the DM.
Keeper of the Folk
Starting at 6th level, your awareness while in a city extends preternaturally. While in an urban environment, you are considered proficient in the Insight, Investigate and Perception skills, and you add double your proficiency bonus to Wisdom (Insight), Intelligence (Investigate) and Wisdom (Perception) checks, instead of your normal proficiency bonus.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the underlying energy within the areas where people call, or once called, home. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack do deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.
Patron Saint
At 17th level, your link with the underlying spirits of civilisations and your unwavering sense of duty to them and all the others who fall under the protection of your domain drives you to be an insurmountable force against any opposing forces that threaten those under your care. You gain immunity to the blinded, deafened, frightened, paralyzed and poisoned conditions when those are imposed through magical or poisonous means.
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