Good Domain

The Good Domain is granted by benevolent deities who embody the ideals of righteousness, mercy, and valor. Clerics of this domain are champions of justice and protectors of the innocent, standing as radiant beacons against darkness. Unlike some divine servants who focus solely on healing or pacifism, Good Domain clerics are warriors of virtue, wielding divine power to smite evil and shield their allies from harm.   Gods of this domain often include deities of chivalry, protection, self-sacrifice, and redemption. Some are stern but just, enforcing divine law with an unyielding hand, while others are compassionate shepherds, guiding mortals toward righteousness. Regardless of their approach, Good Domain clerics are unwavering in their pursuit of justice, often donning armor and taking up arms to stand against the forces of darkness.  

Domain Spells

1st-Level Cleric (Good Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelDomain Spells
1stDivine Favor, Protection from Evil
3rdBranding Smite, Zone of Truth
5thBeacon of Hope, Spirit Guardians
7thAura of Purity, Banishment
9thFlame Strike, Dispel Evil

Blessed Touch

1st-Level Cleric (Good Domain) Feature   Your divine power carries a benevolent influence. You gain the Thaumaturgy and Holy Water Bolt cantrips if you don't already know them. Additionally, when you deal radiant or positive energy damage to a creature with a spell, you can reroll any 1s or 2s on the damage dice. You must use the new roll.

Channel Divinity: Benevolent Blessing

2nd-Level Cleric (Good Domain) Feature   You can use your Channel Divinity to grant a wondrous blessing upon a creature you can see within 30 feet. The target gains one of the following benefits of your choice for 1 minute:
  • Fortitude: The target gains temporary hit points at the start of each of its turns equal to twice your Wisdom modifier.
  • Valor: The target gains advantage on attack rolls and ability checks.
  • Clarity: The creature gains immunity to the Charmed and Frightened conditions. Additionally, once per turn, it can roll a d4 and add the result to an attack roll, ability check, or saving throw. This effect does not stack with the Bless spell.
An affected creature can choose to end the effect early (no action required).

Cleansing Presence

6th-Level Cleric (Good Domain) Feature   Your presence alone inspires greatness and dedication. You gain proficiency in Persuasion, and when you cast a spell of 1st level or higher that heals a creature or grants temporary hit points, you can choose to triple the number of hit points or temporary hit points granted. Once you do so, you cannot use this feature again until you complete a short or long rest.

Potent Spellcasting

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

Bright Apotheosis

17th-Level Cleric (Good Domain) Feature   Your power elevates you into a beacon of divine radiance. You gain the following benefits:
  • You are immune to radiant damage and receive twice the hit points from any source of healing that utilizes positive energy.
  • Your spells ignore resistance to radiant damage and positive energy damage.
  • Whenever a creature within 30 feet of you regains hit points from a source utilizing positive energy, you can choose to make it regain additional hit points equal to half your cleric level.
  • As a bonus action, you can take on a divine aspect for 1 minute, causing all creatures of your choice within 30 feet of you to be Charmed by you (If they are good-aligned) or Frightened of you (if they are neutral- or evil-aligned) until the end of their next turn. While in this aspect, you roll an extra die whenever you would deal radiant or positive energy damage. Once you use this aspect, you must finish a long rest before you can do so again.

Deities of the Good Domain


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