Civilization Domain

Civilization Domain Spells

Cleric LevelSpells
1st compelled duel, detect poison and disease
3rd calm emotions, zone of truth
5th create food and water, tongues
7th compulsion, locate creature
9th geas, mass cure wounds

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Apprehend

At 1st level, when you hit a creature with a melee attack on your turn, you can use a bonus action attempte to grapple the target.

Channel Divinity: Commandeer

Starting at 2nd level, you can use your Channel Divinity t6o enlist the aid of bystanders.

As an action you present your holy symbol and call for aid in completing one task. Choose any number of non-hostile humanoids within 30 feet of you. They must make a Wisdom saving throw. On a failed saving throw they become charmed by you for 10 minutes. While charmed in this way they will help you accomplish one task such as seizing a criminal or barring a road. Upon taking any damage a creature automatically succeeds on the saving throw.

Arrest

At 6th level, your reproach takes on a divine authority. Any creature grappled by you is also restrained.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to do an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Pillar of the Community

Starting at 17th level, you can protect citizens from poisons and disease. You are immune to poisons and disease. As an action you can touch a creature to end one disease or neutralize one poison afflicting it.


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