Domain of Community
Communities come in many shapes and sizes. Gods of the Community domain protect and guide communities from mighty civilizations to humble families. Acolytes of these gods could be orators for massive congregations, protectors of tiny villages, leaders of strange cults or peaceful champions of the realm. When led by a Cleric of the Community domain, any group truly becomes greater than the sum of its parts.
Spell Table
Level |
Spell |
1st |
Protection from Evil and Good, Shield of Faith |
3rd |
Aid, Zone of Truth |
5th |
Create Food and Water, Tongues |
7th |
Fabricate, Guardian of Faith |
9th |
Greater Restoration, Raise Dead |
Proselytism
At 1st level you become proficient in Performance and Persuasion. Double the proficiency bonus of any Performance or Persuasion check if you are using the Help action or are being helped.
Sacred Rituals
At 1st level, you can cast non-ritual Community domain spells as rituals.
Channel Divinity: Communal Rituals
Starting at 2nd level, you can use your Channel Divinity, and the help of at least two other creatures (within 30 feet of you), to enhance your ritual cast spells in one of two ways: (Creatures helping to ritual cast a spell must spend their action each turn and must maintain their concentration while doing so. If the ritual casting is interrupted the Channel Divinity is still consumed)
Renewing Ritual: Once you finish the ritual casting, you recover an expended spell slot equal to or less than half your cleric level. This spell slot cannot be 6th level or higher.
Protected Ritual: During the ritual casting, you become protected by the presence of a Tiny Hut. The hut fades away when the ritual casting ends.
Caretakers Aura
Starting at 6th level, whenever a non-hostile creature within 10 feet of you takes damage, you can use your reaction to reduce the damage by an amount equal to your cleric level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Holy Day
Starting at 17th level, you and any amount of non-hostile creatures can participate in a powerful, hour long ceremony in honor of your deity. Any creatures that participate in this ceremony gain temporary hit points equal to your Wisdom modifier + your cleric level and gains advantage on ability checks and saving throws until their next long rest. Once you perform this ceremony you cannot do so for another two weeks.