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Holy Virtues Domain

Self-sacrifice, honor, peace; and much more that form the foundation of universal goodness. These are holy virtues, and they come in many forms. They are some of the few things in the universe that can make kings and queens out of commoners, and their blinding light has the power to illuminate the darkest moments. The deities of these virtues watch over the virtuous, protecting and rewarding them for their deeds.

The clerics of holy virtues travel the land to spread good and to defeat evildoers. They are aware that they need the power of more than one virtue to reach their goals, and try to be the embodiment of them all. They also like to lead others by example.

Holy Virtue Domain Spells
Cleric LevelSpells
1stBless, Heroism
3rdGentle repose, Warding bond
5thDispel magic, Healing ball
7thRadiant storm, Personal heaven
9thDispel evil and good, Hallow
Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and in the Religion skill.

Self-Sacrifice

Starting at 1st level, you can cast the warding bond spell without expending a spell slot. In addition, starting at 5th level, you do not require material components while casting the warding bond spell.

Once you cast this spell using this feature, you must finish a long rest to do so again.

Channel Divinity: Blessing of the Virtuous

Starting at 2nd level, you can use your Channel Divinity to bless your allies. You raise your holy symbol and bless up to 3 creatures of your choice within 30 feet of you.

Blessed creatures gain the benefits of the bless spell, cast directly by your deity, which means the spell does not require concentration.

Holy Might

Starting at 6th level, when you deal radiant damage to a creature, it must succeed on a Wisdom saving throw or fall prone, being crushed under the might of your virtues.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

The Honorable

At 8th level, if a creature has advantage on attack rolls against you, you have advantage on attack rolls against it as well.

Peace Bringer

Starting at 17th level, you carry the most sacred of all virtues in your heart; peace. With it, you can even calm the fury of battle.

As an action, you point your finger to a point within 60 feet of you. An area with a 15-foot radius centered on that point is blessed by your deity and is filled with peace for 1 minute. A creature that enters the area for the first time or ends its turn there must succeed on a Wisdom saving throw (DC equal to 5 + your spell save DC), or it cannot take any offensive actions (attacking with a weapon, casting a harmful spell, using a damage-dealing feature, casting spells targeting an enemy etc.) within the area.

If a creature attacks another creature in the area, it makes the saving throw. On a failed save, the attack fails. On a successful save, the attack is successful but the creature has resistance against the damage dealt by the attack.

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