Cleric
Base Class: Cleric

The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide.

Clerics of such gods value unity, and praise the strength that can be gained when people support each other.

Community Domain Features

Cleric Level Feature
3rd Domain Spells, Blessing of the Hearth, Channel Divinity: Magnificent Feast
6th Channel Divinity: Community Watch
17th Paragon of the People

Level 3: Blessing of the Hearth

From 3rd level, you gain the ability to conjure a small flagstone hearth with a simple iron cooking pot whenever you rest. This hearth helps warm you and your companions, and can be used to prepare hearty and nutritious meals on the road. If you or any friendly creatures you make camp with would regain hit points at the end of a short rest by spending one or more hit dice, each of those creatures may choose to re-roll one of their resting dice, taking the higher roll between the two.

Additionally, you gain proficiency with either Cook’s utensils or Brewer's supplies.

Level 3: Community Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Community Domain Spells table, you thereafter always have the listed spells prepared.

Community Domain Spells
Cleric Level Prepared Spells
3 Aid, Purify Food And Drink, Bless, Goodberry
5 Beacon Of Hope, Create Food And Water
7 Banishment, Mordenkainen's Faithful Hound
9 Rary's Telepathic Bond, Mass Cure Wounds

Level 3: Channel Divinity: Magnificent Feast

Starting at 3rd level, you may use your Channel Divinity to conjure a magical feast for the rough road ahead. By spending 10 minutes, you may create a number of delicious, well-prepared, yet simple food items equal to your Wisdom modifier (minimum of 1). These food items will last up to 8 hours or until the end of a rest, and will never spoil. Eating food created in this way takes an action, providing whomever eats it with healing equal to 4d4 + your cleric level, and can remove either the frightened or poisoned condition from that creature (chosen by the creature when consumed).

Level 6: Channel Divinity: Community Watch

Starting at 6th level, you can use your Channel Divinity to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom modifier (minimum of 1), a boon from your deity. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a [roll]1d6[/roll], adding the result to a skill check, saving throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). A creature can only benefit from this effect if it can see at least one of its allies.

Level 17: Paragon of the People

At 17th level, your Community Watch grants an additional d6 to each affected ally. It also grants immunity to fear for the duration of the effect. Additionally, your Magnificent Feast produces twice as many foodstuffs, each of which can, when consumed, remove a single curse or disease affecting the target (including attunement to a cursed item).

Previous Versions

Name Date Modified Views Adds Version Actions
1/21/2026 9:33:25 AM
3
2
2024
Coming Soon

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