Base Class: Cleric
Deliver the Just from Evil's Grasp
Clerics of the Deliverance Domain can escape dangerous environments and conflicts with ease. These clerics often focus on extracting their allies from dangerous combat situations and transporting the wounded to safety. Eventually these Clerics can even place their attackers into the dangerous environments they rescued their allies from. Some Clerics who use planar magic become enthusiastic explorers, while others may see horrors from other planes or planar mishaps that leave them paranoid.
A follower of this domain might serve a god with an emphasis on other planes, watching over their allies, or traveling. Some examples include Ptah, Lugh, Hermes, Heimdall, Celestian, Titania, or Shaundakul. If a Cleric uses their divine planar magic in ways that are bold and pleasing to their god, they may be invited to visit their god's home plane. A truly rare opportunity that Clerics of other domains may never see.
This subclass was largely inspired by characters like Nightcrawler, Finral Roulacase, Aoi Todo, Blink, Magik, Merlin, and many others.
Deliverance Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Deliverance Domain Spells table, you thereafter always have the listed spells prepared.
|
Cleric Level |
Prepared Spells |
|
3 |
dancing lights, find familiar, tenser's floating disk, misty step, vortex warp* |
|
5 |
leomund's tiny hut, thunder step* |
|
7 |
|
|
9 |
steel wind strike*, teleportation circle |
Planar Passenger
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a 5-foot Emanation originating from yourself. For 1 minute when you use a spell or ability to Instantaneously teleport yourself, you may bring one willing creature within your emanation with you; if a spell or ability already teleports other creatures, you can take one additional creature with you, honoring all other rules of that spell or ability. You also have advantage on any saving throws that would prevent your teleportation from being effective (such as Counterspell, Magic Circle, or Forcecage).
Restorative Rifts
Healing Journey: When you cast one of your Deliverance spells to transport friendly creatures, those creatures regain a number of hit points equal to your Wisdom Modifier (minimum of 1) + your Proficiency Bonus + the level of the spell slot used. Creatures can only benefit from this healing one time for that spell's duration.
Rendezvous: You can use Deliverance spells to teleport yourself or willing creatures to a place you've seen within the last hour, even if the destination is out of sight at the time of casting; that space must be on the same plane of existence, within the spell's range, and on a surface or in a liquid that can support the target without the target having to squeeze. You must have seen this location first hand with your own eyes or the eyes of another creature. If an object or creature is occupying your target destination, or if the destination space no longer exists, the teleporting creature(s) takes 4d10 Force damage which cannot be reduced by any means and the teleportation fails.
Aggresive Dispatch
You can project your affinity for teleportation in the following ways:
Overwhelm: You can use your Reaction to impose Disadvantage on a single creature's Saving Throw against one of your Deliverance spells (must be declared before the roll). Once that creature rolls with Disadvantage the effect ends. You may use this ability once per Long Rest.
Planar Push: When you hit a creature with an Attack roll, you can use your Reaction to force a Charisma Saving Throw against your Spell Save DC. On a failure the creature is teleported to a space of your choice within 10 feet of its current location that you can see, and you expend one use of this ability; the chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. On a success the creature is not teleported and you do not expend one use of this ability. You can use this ability a number of times equal to your Wisdom modifier, regaining all uses after completing a Long Rest.
Planar Paragon
While you are conscious and aren't incapacitated, you cannot be teleported against your will.
Additionally, you learn one spell from any class's spell list up to 7th level that involves teleportation or planar travel. This counts as a Deliverance spell, you always have this spell prepared, and you can cast this spell once per Long Rest without using a spell slot. You can also cast this spell using spell slots you have of the appropriate level.
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Posted Mar 9, 2026Notes from the creator of this subclass:
This is still a work in progress. I welcome community feedback and play test feedback.
The basic play style I had in mind for this subclass can be summarized as "Be hard to pin down, bail your allies out of tough spots, still use traditional Cleric healing spells & tactics."
Some thoughts I had while designing this subclass: