City Domain

The City Domain embodies the divine power of civilization itself—its vast streets, towering structures, and the endless hum of people moving through its veins. Clerics of this domain are attuned to the rhythm of urban life, able to navigate even the most labyrinthine alleys, understand the unspoken language of the streets, and influence the hearts and minds of its citizens. Whether as mediators, lawkeepers, or secret brokers of information, they serve as the divine conduits of civilization’s will.   Deities who grant the City Domain include gods of law, trade, knowledge, and architecture, such as those who watch over thriving metropolises or protect the interconnected systems that allow society to function. Their clerics are comfortable in the grandest of capitals and the most squalid of slums, finding divinity in the crowded avenues and the stories whispered in the dark corners of the city. These clerics wield magic that allows them to command attention, read the ebb and flow of a crowd, and even shape the very structures that define their domain.  

Domain Spells

1st-Level Cleric (City Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelDomain Spells
1stComprehend Languages, Unseen Servant
3rdArcane Lock, Suggestion
5thGlyph of Warding, Sending
7thGreater Invisibility, Locate Creature
9thWall of Force, Telepathic Bond
 

Urban Adaptation

1st-Level Cleric (City Domain) Feature   You are naturally attuned to the flow of civilization. You gain proficiency in either Persuasion or Insight, and you have advantage on ability checks made to navigate within a city, recall details about urban locations, or gather information.   Additionally, you can move through nonmagical difficult terrain in cities (such as crowded streets, crumbling structures, or rooftops) without extra movement cost.  

Channel Divinity: Command the Streets

2nd-Level Cleric (City Domain) Feature   You can use your Channel Divinity to exert divine influence over the people and pathways of a city.   As an action, you invoke the power of the city to either:   Command the Crowd: Choose a number of creatures equal to your Wisdom modifier (minimum 1) within 30 feet. Each must make a Wisdom saving throw or be Charmed or Frightened (your choice) for 1 minute. Charmed creatures view you as a respected authority, while Frightened creatures seek to avoid you.   Guide the Paths: For 10 minutes, you and a number of creatures equal to your Wisdom modifier (minimum 1) can move at double speed through streets, tunnels, and rooftops. You automatically succeed on checks made to avoid urban obstacles or navigate a city.  

City’s Eye

6th-Level Cleric (City Domain) Feature   Your senses sharpen in urban environments. While in a city or settlement, you gain the following benefits:
  • You cannot be surprised.
  • You gain Darkvision out to 60 feet (or an additional 30 feet if you already have darkvision).
  • As an action, you can open your awareness to the city for 1 minute, allowing you to sense the location and movement of any humanoids within 120 feet, even through walls.
  • Potent Spellcasting

    8th-Level Cleric (City Domain) Feature   You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.  

    Master of the Metropolis

    17th-Level Cleric (City Domain) Feature   You become an undisputed master of urban magic. You gain the following benefits:
  • You can cast legend lore and hallucinatory terrain at will, but only to learn about or alter urban structures.
  • You can cast mass suggestion once per long rest without expending a spell slot.
  • You can move through crowds and obstacles as though they do not exist, ignoring nonmagical difficult terrain in cities.
  • Deities of the City Domain


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