Base Class: Cleric
Throughout the multiverse, most folk live and die without ever questioning the nature of the world beneath their feet. To them, existence is simple: one place, one sky, one realm. The Prime Material is their hearth and home, and anything beyond it - shimmering heavens, churning elemental seas, or shadowed reflections - is the stuff of tavern tales and children’s stories. Magic and nature behave as they ought, and answers can be found in books or in the wisdom of seasoned wanderers.
Yet, not everyone is content with a single truth.
Some souls feel that familiar itch beneath the skin, a tug at the edges of their perception - whispers that the world they see is only one of many. These restless seekers pull at the chains of their home realm, gnash at the bars of reality, aching for whatever lies beyond the veil. When their curiosity becomes hunger, and that hunger becomes devotion, they turn to the Divine for sanction - and some Divines answer.
Others look outward not with yearning, but with dread. They understand the truth most mortals ignore: the planes are not distant concepts but adjacent territories, overlapping seams stitched together by ancient cosmic forces. These seams - causeways, channels, hidden veins between worlds - are also doorways. And doorways may be opened from either side. To these vigilant guardians, other realms are threats waiting for opportunity, and only a watchful sentinel can hold back the encroaching Weird.
Whether driven by wanderlust or duty, Realm clerics serve as keepers of the crossroads. They walk along planar boundaries, slip between worlds, and channel the influence of distant realms into the here and now. To some they are explorers, to others wardens - but to all they are living proof that the planes are far closer, and far more dangerous, than most dare imagine.
Realm Domain Spells
1st-level Realm Domain feature
The magic bound between the planes is Weird, yet geometric. Strange, yet intuitive - it leads the way to places none would choose to follow, unless they knew where they were going anyway.
You gain domain spells at the cleric levels listed in the Realm Domain Spells table. See the Divine Domain class feature for how domain spells work.
Realm Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
1st-level Realm Domain feature
Exploring the Realms.
Your studies into the other planes and their intricacies have unlocked knowledge to benefit you in your explorations of the fabric of the universe. You gain proficiency in the Arcana, History, and Acrobatics skills, and proficiency with Navigator's tools.
Bending Steps
1st-level Realm Domain feature
The fabric between the realms is one you innately understand. You know how to step between the folds of that fabric, and can use this to your advantage when danger finds you.
Stutter Step.
When you are hit by an attack but before damage is rolled, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see. The attack roll is then re-evaluated against your AC in the new position; if the attacker no longer has line of sight or is out of range, the attack misses. You can use this reaction a number of times per long rest equal to your Wisdom modifier, with a minimum of once.
Channel Divinity: Manifest Realm
2nd-level Realm Domain feature: Manifest Realm
You draw a shard of another plane into the one you are currently within, reshaping the battlefield around you for a short time.
At 2nd level, For 1 minute, you create an aura with a 20 foot radius centered upon yourself. The Realm represents the effects and environment of one of the Inner Planes. The aura carries with it effects based upon the Realm you chose when creating it. Choose one Realm:
- Realm: Shadowfell Manifest
- Enemies treat the area of your aura as difficult terrain.
- When a creature you determine as hostile starts its turn in the aura, it must make a Wisdom save against your Spell DC or be frightened of you until the start of its next turn.
- Realm: Feywild Bloom
- Allies in the aura gain temporary hit points equal to your Cleric level + Wisdom modifier, when they enter the aura for the first time each round.
- Allies that move within your aura do not provoke opportunity attacks.
- Realm: Elemental Surge
- Choose Fire, Cold, Poison, Acid, Lightning, or Thunder.
- Allies' weapon attacks deal extra damage of that type equal to your Wisdom modifier.
- Your aura emits dim light of color representing the chosen element.
- Realm: Astral Convergence
- Allies can treat a d20 roll of 9 or lower as a 10 once on each of their turns.
- All teleportation within your aura increases by 5 feet.
- Realm: Ethereal Veil
- Allies gain half cover from ranged attacks from outside your aura.
- Allies ignore difficult terrain within your aura, and cannot be grappled or restrained while within it.
8th level Realm Domain feature: Manifest Outer Realm
At 8th level, you gain access to more Realms.
As you have grown in strength and knowledge, you have unlocked the ability to access more distant, powerful realms. At level 8, you can now Manifest Outer Realms in addition to the previous ones, granting you the ability to choose one of the following:
- Outer Realm: Chains of the Nine Hells
- Allies in your aura gain advantage on saving throws against being frightened or charmed
- When a creature you consider hostile hits you or an ally within your aura with a melee attack, it immediately suffers fire or necrotic damage (you choose) equal to your Wisdom modifier. This can occur once per attacker per turn.
- Outer Realm: Fervor of the Beastlands
- Allies in your aura have advantage on Perception checks.
- Allies in your aura have advantage on attack rolls against creatures that have yet to act in initiative in the current round.
- Each time an ally within your aura hits a creature on their turn, they deal extra slashing, piercing, or bludgeoning damage (they choose), equal to your Cleric level.
- Outer Realm: Elysium's Panacea
- Whenever an ally begins their turn within your aura, they regain hit points equal to your wisdom modifier.
- Any creature you consider hostile has disadvantage on attack rolls against any ally that has been healed by your aura since the start of your last turn.
- Outer Realm: The Arbitration of Mechanus
- When an ally within your aura misses an attack roll, they gain advantage on the next attack roll made before the end of their next turn.
- Creatures you consider hostile that begin their turn within your aura must succeed a Wisdom Saving throw against your Spell DC. On a failure, until the start of their next turn:
- Their movement speed is reduced by 20 feet.
- They cannot take reactions.
- Their AC is reduced by 2.
14th level Realm Domain feature: Manifest Extreme Realm
At 14th level, you learn to access the most exotic and extreme realms.
You have developed the instincts and intuition to understand the real boundaries between the planes. You can draw upon some of the most Weird and powerful of the planes, granting you the ability to manifest two new realms:
- Exotic Realm: The Font of Arcadia
- All allies within your aura gain resistance to damage from spells.
- When an ally within your aura casts a spell of 1st level or higher, they gain one of the following benefits (they choose):
- Their spell's save DC increases by 1
- Their spell's attack roll increases by 1
- One damage roll of the spell cast increases by your Wisdom modifier
- Grant an ally within 30 feet of the caster temporary hit points equal to the spell's level + your Wisdom modifier
- Exotic Realm: The Turbulence of Limbo
- At the start of each ally's turn while within your aura, they gain a random benefit decided by rolling 1d4:
- 15 additional movement until the end of their turn
- +2 to their AC until the start of their next turn.
- +2 to their attack rolls until the start of their next turn.
- +2 to their next saving throw before the start of their next turn.
- When a creature you consider hostile makes an attack roll within your aura, you roll 1d6 to decide the outcome. This ability triggers after the attacker chooses a target, but before the attack roll resolves.
- 1-2 - The attack roll is made with disadvantage.
- 3-4 - The attack proceeds as normal.
- 5-6 - The attack redirects to another creature of your choice within the attack's range, including the attacker, if valid.
- At the start of each ally's turn while within your aura, they gain a random benefit decided by rolling 1d4:
At level 17, you can manifest any two different realms simultaneously - stacking their effects, and the radius of your aura increases to 30 feet.
Riftstep
6th-level Realm Domain feature
Slipping between the folds and pathways of the cosmos is a talent you have developed from hours upon hours of studying the ebb and flow of magic and space. You know how to navigate where even the most perceptive cannot quite follow.
When you take the Dodge action or cast a spell of 1st level or higher that uses your Action, you can teleport up to 15 feet to an unoccupied space you can see. Locations where you have used Riftstep can be seen within 24 hours using Detect Magic or See Invisibility effects, and take the appearance of small portals or gates, aligning with the Conjuration school of magic.
Cosmic Strike
8th-level Realm Domain feature
You gain the ability to infuse your weapon strikes with cosmic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage. When you reach 14th level, the extra damage increases to 2d8.
Realmwalker's Ascension
17th-level Realm Domain feature
Realmbringer.
When you Channel Divinity: Manifest Realm, you may choose two Realms to invoke simultaneously. The effects of both Realms take effect. Additionally, the radius of your aura increases to 30 feet.
Realmwalk.
You may choose to expend one of your Channel Divinities to cast Plane Shift at 7th level on yourself and your allies. When cast in this way, Plane Shift cannot effect an unwilling or hostile creature.
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