Base Class: Cleric
Keep secrets and keepsakes in the wild west.
Domain Spells
You gain domain spells at the cleric levels listed in the Vault Domain Spells table. See the Divine Domain class feature for how domain spells work.
Vault Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | alarm, identify |
| 3rd | arcane lock, locate object |
| 5th | tiny hut, glyph of warding |
| 7th | secret chest, private sanctum |
| 9th | wall of force, legend lore |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in History and Religion.
Traveling Vault
At 1st level, you gain the ability to connect to the Central Bank. By brandishing your holy symbol while touching a wall or door and reciting the necessary prayers, you can spend a spell slot of any level or 10 minutes ritually casting to summon a portal to a Central Bank deposit vault, a dark marble 20-foot by 20-foot room. Leaving any objects in here and closing the portal will allow a cleric at the Central Bank to move the objects to a more secure location, where it can be later withdrawn by using this feature again or visiting a branch of the central bank.
Channel Divinity: Divine Seal
Starting at 2nd level, you can use your Channel Divinity to turn an object you are touching into a sacred vault.
By spending an action you seal a closeable object (chest, door, bag, etc.) with divine power and prevent it from being opened by physical or magical means for the next hour, or until you choose to end the effect. If the enchantment closes off a room, it cannot be entered by any means, including spells with teleportation effects. Spells such as knock or dispel magic do not remove the effect.
The Spacial Secret
Starting at 6th level, your prayers have granted you a vision of Adaronia's secret.
You can use your Traveling Vault without spending a spell slot. In addition, while touching a wall or door you may spend an action and a spell slot of any level to teleport to another space adjacent to a wall or door within 15 ft.
Power Lock
At 8th level, your faith with the vault lets you seal the power of a creature.
Once per long rest, you call upon the divine to seal the power of a creature you can see within 30 ft. They must succeed on a Wisdom saving throw against your cleric spell save dc. On a failure, the target is locked. Choose an ability score. The locked creature has disadvantage on checks and saving throws using that ability score for the next hour, and whenever target takes damage from you or an ally, it takes an additional 1d4 force damage.
The Laws of the Vaults
At 17th level, you see into the eternal vaults, and can fuse its laws with reality.
When you use your Divine Seal channel divinity, you seal any number of objects and/or apertures you can see within 30 ft sphere centered on you. The effect lasts for 24 hours, and you may dismiss the effect on any number of objects while sustaining the effect on the others.
Previous Versions
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3/8/2025 8:09:47 PM
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