Base Class: Cleric
The Faith Domain is based upon the very focus of all religions and deities: faith. Faith takes courage. It takes hardship and perseverance. But most of all it takes trust. Trust in your deity, trust in those you care about, and trust in the world around you. Clerics of the Faith Domain have strong, sometimes stubborn, convictions that drive them even during the greatest disasters and tragedies. Its followers can sometimes be more strict than other domains, or extremely lax and unorthodox, as faith is different for everyone. Unlike the other domains, which are sometimes restricted to certain deities, ideologies, or forces and laws of nature, the Faith Domain can be connected to any deity through any belief or practice. While it is common for clerics of this domain to come from humble beginnings, particularly the poor and downtrodden that have endured the most hardship, this domain can appeal to all walks of life. The only shared commonality across this domain is having faith and showing trust.
Domain Spells
You gain domain spells at the cleric levels listed in the Faith Domain Spells table. See the Divine Domain class feature for how domain spells work.
Faith Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | feather fall, longstrider |
| 3rd | enhance ability, prayer of healing |
| 5th | haste, tiny hut |
| 7th | death ward, dimension door |
| 9th | mass cure wounds, passwall |
Teachings of Faith
At 1st level, your faith has gained you additional teachings. You gain proficiency in one skill of your choice and one additional cleric cantrip of your choice, which does not count against your number of cleric cantrips known.
Trust and Pray
At 1st level, you gain the ability to direct your faith and help those in sudden circumstances. As a bonus action, you may choose yourself or a creature within 60 ft of you. The creature gains advantage on the next saving throw it makes before the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Channel Divinity: Shelter of Faith
Starting at 2nd level, you can use your Channel Divinity to help your allies rest by summoning a shelter.
By conducting a ritual that takes 1 minute, a sphere of warmth and protection emanates from you. The sphere is centered on you and has a 30-foot radius and remains in place for its duration. The sphere lasts as long as you are inside of it or until you use this channel divinity again. The sphere provides the following effects
- All creatures of your choice while within the sphere heal an additional amount equal to your proficiency bonus whenever they regain hitpoints
- All creatures of your choice while within the sphere ignore the effects of harsh weather, as the temperature within the sphere adjusts for each individual creature
- The boundary of the sphere gains the benefits of the alarm spell and treats you as the caster
Moving Forward
At 6th level, your resolve is unyielding before hardship. You ignore the effects of difficult terrain.
In addition, whenever you restore hit points to a creature, that creature may use its reaction to move up to its movement speed without provoking opportunity attacks.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
From the Brink
Starting at 17th level, your faith is strong enough to prevent disaster. As a reaction when you or a creature you can see within 60 feet of you fails a saving throw, you can change the failed save into a successful one.
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