Divine Domains - Ancestry and Courage - GM Binder

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At 1st level, a cleric gains the Divine Domain feature.

The
following domain options are available to a cleric, in addition
to those offered in official published material: Ancestry and
Courage.
Ancestry Domain
Clerics of the Ancestry domain may worship gods of family,
heritage, or tradition, such as Lathander, Moradin, Boldrei, or
Hestia. Many, however, draw their divine power from the
direct veneration of their own ancestors.
Ancestry Domain Spells
Cleric Level Spells
1st Ceremony, Heroism
3rd Healing Spirit, Gentle Repose
5th Speak with Dead, Spirit Guardians
7th Guardian of Faith, Divination
9th Reincarnate*, Legend Lore

*When you cast this spell, you can choose to forgo rolling
for the target’s race to instead raise them as a member of the
same race and, if applicable, subrace as yourself.
Bonus Proficiencies Channel Divinity: Spiritual Lineage
When you select this domain at 1st level, you gain proficiency Starting at 2nd level, you can manifest the spirit of one of your
in heavy armor and the History skill. ancestors directly to aid you. Using an action and your
Ancestral Blessing Channel Divinity feature, you summon the spirit, which
Starting at 1st level, when you complete a long rest, you appears as a spectral, incorporeal figure floating above or
conduct a ritual calling upon your ancestors to guide you behind you. The spirit remains for a number of rounds equal
throughout the day. Choose either the Warrior Spirit or the to your Wisdom modifier (minimum 1).
Sage Spirit. If you have invoked the Warrior spirit, you can use your
When you have invoke the Warrior Spirit, you gain reaction when an enemy targets you with an attack to have the
proficiency with martial weapons. When you invoke the Sage Warrior spirit shield you, giving the enemy disadvantage on
Spirit, you gain proficiency in one tool set or skill of your the attack roll.
choice. If you have invoked the Sage spirit, you can use your
These proficiencies and any other benefits the Warrior and reaction when an enemy targets you with an effect that forces
Sage spirits provide last until you complete a long rest, after you to make a Wisdom, Charisma, or Intelligence saving
which you may conduct this ritual again. You can only ever throw to bolster yourself with the Sage spirit’s experience,
invoke one of the spirits at a time, except when you reach 17th giving you advantage on the saving throw.
level and use the Holy Tradition ability. Sacred Heritage
Starting at 6th level, you have forged a permanent spiritual
Healing Spirit connection to your ancestors and the wisdom they hold. You
learn one additional language. In addition, the connection you
If your DM believes that the spell Healing Spirit is
too powerful for the kind of game they want to run,
make with the Warrior and Sage spirits deepens and you gain
consider asking them to allow the spell with the
an additional boon when you invoke them.
following addendum to it's description: Once the When you invoke the Warrior spirit, you may choose one
Spirit has restored hit points a total of 10 times, the weapon you are proficient with that does not already have a
Spirit fades and the spell ends early bonus to attack and damage rolls. This weapon gains a +1
bonus to attack and damage rolls when you are wielding it.
When you invoke the Sage spirit, you can gain proficiency in
an additional skill or tool proficiency of your choice. When you
do so, choose either of the skill or tool sets the Sage spirit
grants you proficiency with. You proficiency bonus is doubled
for ability checks made with that skill or tool set.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes Ancestral Spirits
with spiritual energy. Once on each of your turns when you hit When you cast a spell that summons a spirit to aid
a creature with a weapon attack, you can cause the attack to you, they could appear as the spectral form of one
deal an extra 1d8 damage. When you reach 14th level, the of your ancestors. For example, when you cast Spirit
extra damage increases to 2d8. Guardians, the spectral forms may resemble
The damage type is of the same type as the weapon if you members of your race instead of fiends, fey, or
have invoked the Warrior spirit, or psychic if you have invoked angels.
the Sage spirit. This damage is always considered magical.
Holy Tradition
At 17th level, you become a living conduit for you people. As a
bonus action on your turn, you can invoke the Warrior and
Sage spirits simultaneously, gaining the benefits of both for
one minute. If you use your Channel Divinity: Spiritual
Lineage while under this effect, you can chose to use either
reaction on your turns. When you use your Divine Strike
ability, you can choose between either damage types for each
attack you apply it to.
Once this effect ends, you may choose which of the spirits
to retain until the end of your next long rest. You must
complete a long rest before you can use this ability again.

Divine Domain: Ancestry


Courage Domain Channel Divinity: Stand Together
At 2nd level, as an action you can use your action and Channel
The world is a dark and terrifying place. Untold horrors from Divinity feature to shout a rallying cry imbued with divine
every corner of the multiverse prey upon the hapless denizens power. Choose a number of creatures you can see within 30 ft
of the material plane, and to many, existence itself is a grim, of you equal to your Wisdom modifier. These creatures can
dark reality without hope. immediately stand up if they are prone without using any of
Yet there are those who stand against the tides of evil, their movement and make one saving throw against a negative
trusting in a higher power when their own resolve fails. condition afflicting them, adding your Wisdom modifier to the
Deities such Valkar, Aslan, Torm, Kord, Tyr, Heironeous, and result.
many other gods of goodness and rightousness inspire their
followers to acts of great valor, which in turn models true Empowered Fortitude
courage to the world. Starting at 6th level, you are empowered to stand your ground
when others would flee. While you are conscious and not
Courage Domain Spells restrained or prone, you cannot be moved against your will.
Cleric Level Spells
Divine Strike
1st Heroism, Protection from Evil and Good At 8th level, you gain the ability to infuse your weapon strikes
3rd Enhance Ability, Lesser Restoration with divine strength. Once on each of your turns when you hit
a creature with a weapon attack, you can cause the attack to
5th Beacon of Hope, Mass Healing Word deal an extra 1d8 radiant damage. When you reach 14th level,
7th Aura of Purity, Death Ward the extra damage increases to 2d8.
9th Dawn, Greater Restoration Struck Down, Not Destroyed
You have a divine mission to protect the world from evil, and
Bonus Proficiencies your own life is a small price to pay for the sake of that
When you select this domain at 1st level, you gain proficiency mission. Starting at 17th level, when you are reduced to 0 hit
in heavy armor and martial melee weapons. points, you can use your reaction to choose to immediately fail
two death saving throws. When you do so, you come to
Renewed Resolve consciousness, can stand up from prone without expending
Starting at 1st level, your faith in your god allows you to face any movement, and gain temporary hit points equal to half
the most terrifying of horrors without fear. You are immune to your hit point maximum that last for one minute. While you
being frightened. In addition, whenever you succeed on a posses these temporary hit points, you can add your wisdom
saving throw or a creature attempts to frighten you, you gain modifier to any saving throw you make, but make cannot
temporary hit points equal to your Wisdom modifier that last benefit from magical healing. Once these temporary hit points
for one minute. are lost, you must make a final death saving throw or perish.
Once you use this ability, you must complete a long rest before
you can do so again.

Divine Domain: Courage


Credits
Created by u/TLhikan.
u/MarcSharma for the edit to Healing Spirit.
Made using GMBinder.
Special thank you to the Discord of Many
Things.

Art
Arena Rector- Ryan Pancoast
http://www.artofmtg.com/art/arena-rector/
Sanctifier of Souls - Jesper Ejsing
http://www.artofmtg.com/art/sanctifier-of-
souls/
Aslan - Justin Sweet
https://i.pinimg.com/originals/42/d0/a9/42d0a9ab
Dauntless Bodyguard - Manuel Castañón
http://www.artofmtg.com/art/dauntless-
bodyguard/
Watercolor Stains: /u/flamableconcrete
https://www.reddit.com/r/UnearthedArcana/
comments/83w44y/42_full_page_watercolor
_stains_for_the_homebrewery/

Divine Domain: Courage


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