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Shelter Domain

Shelter Domain clerics are the guardians of safety, the custodians of sanctuaries, and the defenders of the weary and vulnerable. They draw their power from deities who embody concepts of shelter, refuge, and resilience. Whether it be the benevolent embrace of a hearth goddess, the stalwart protection of a god of walls and fortresses, or the serene tranquility of a deity of peace, Shelter Domain clerics are entrusted with the sacred duty of providing sanctuary to those in need. At their core, Shelter Domain clerics are empathetic souls, attuned to the suffering and struggles of others. They possess an innate understanding of the importance of safety and the profound impact it has on the lives of individuals and communities alike. Thus, they dedicate themselves to the pursuit of creating havens of peace and protection amidst the chaos of the world. In battle, Shelter Domain clerics serve as bulwarks against harm, using their divine powers to shield their allies from danger and turn aside the weapons of their foes. Their spells and abilities are focused on bolstering defenses, healing wounds, and providing a haven of safety even in the midst of the fiercest conflicts. Beyond the battlefield, Shelter Domain clerics are often found tending to the needs of the downtrodden, offering solace to the grieving, and providing aid to those displaced by calamity. Their temples and sanctuaries serve as beacons of hope, offering respite to all who seek it, regardless of creed or station.            
Cleric LevelSpells
1st Alarm, Sanctuary
3rd Warding Wind, Zone of Truth
5th Glyph of Warding, Leomund's Tiny Hut
7th Aura of Life, Mordenkainen's Private Sanctum
9th Circle of Power, Hallow

Bonus Proficiencies

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

Consecration

Also at 1st level, you learn how to create a consecrated area, providing you and your companions a sanctuary in the wilderness. Once per long rest, you can spend 5 minutes to create a 10-foot radius, consecrated area with the following effects:
  • All healing spells cast on targets within the area provide an additional 1d4 health.

Channel Divinity: Hearth

Starting at 2nd level, you can use your Channel Divinity emit an aura of protection, granting allies within range bonuses to AC and saving throws, reflecting the divine shelter provided by your presence. While within 10 ft of you, allies gain a +1 bonus to their AC and a +1 bonus to all saving throws.

Improved Consecration

Starting at 6th level, whenever you use your class feature to create a consecrated area, choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The consecrated areas you create affects creatures of the chosen type in the following ways:
  • The creature can’t willingly enter the area by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the circle.
  • Targets within the circle can’t be charmed, frightened, or possessed by the creature.

Channel Divinity: Purify

Starting at 8th level, you can use your Channel Divinity to emit a radiant light that cleanses the area around you. This ability curses, diseases, and repairs damage within either a 10 ft radius, or within the confines of an existing structure up to 120 sq. ft. in atea, restoring it to a state of purity and sanctity.

Home

Starting at 17th level, you gain the ability to concentrate on a second spell. This feature can only be used to concentrate on a Shelter Domain spell.
Type
Religious

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