# Cleric



# City domain

The City domain is concerned with the  
citizenry, commerce, traffic, and even  
architecture of modern civilization. In the  
eyes of a cleric of the city, the center of  
modern life is a sense and spirit of  
community, and the gravest enemies of the  
city are those who seek to harm the common  
weal of its citizens.  
New spells introduced for the City domain are  
marked with an asterisk and detailed in the  
“New Spells” chapter. For all other spells, see  
the Player’s Handbook.  
City Domain Spells  
Cleric Level Spells  
1st comprehend languages, remote access\*  
3rd find vehicle\*, heat metal  
5th lightning bolt, protection from ballistics\*  
7th locate creature, synchronicity\*  
9th commune with the city\*, shutdown\*  
Bonus Cantrip  
When you choose this domain at 1st level,  
you gain the on/off cantrip (see “New Spells”)  
in addition to your chosen cantrips.  
Bonus Proficiencies  
Also starting at 1st level, you gain proficiency  
with sidearms and proficiency with vehicles  
(land).  
Heart of the City  
From 1st level, you are able to tap into the  
spirit of community found in the city. While  
Developed by Tiago Cristiano \[kristianotiago@gmail.com\] 8  
you are within any city, you can gain  
advantage on a single Charisma (Deception,  
Intimidation, or Persuasion) check, and you  
are considered proficient in the appropriate  
skill. You can use this feature a number of  
times equal to your Wisdom modifier (a  
minimum of once). You regain any expended  
uses when you finish a long rest.  
Channel Divinity: Spirits of the City  
Starting at 2nd level, you can use your  
Channel Divinity to call on the city for aid.  
As an action, you present your holy symbol,  
and any city utility within 30 feet of you  
either works perfectly or shuts down entirely  
for 1 minute (your choice).  
Additionally, each hostile creature within 30  
feet of you must make a Charisma saving  
throw. On a failed save, the creature is  
knocked prone or restrained (your choice) by  
hazards such as entangling wires, highpressure  
water erupting from fire hydrants,  
pavement collapsing to unseen potholes, and  
so on. A restrained creature can escape by  
making a successful Strength (Athletics) or  
Dexterity (Acrobatics) check against your  
spell save DC.  
This effect is entirely local and affects only  
utilities within 30 feet of you. Determination  
of what utilities are available within range and  
how the physical effects of those utilities  
manifest are left to the GM.  
Block Watch  
Starting at 6th level, your awareness while in  
the city extends preternaturally. While in an  
urban environment, you are considered  
proficient in the Insight and Perception skills,  
and you add double your proficiency bonus to  
Wisdom (Insight) and Wisdom (Perception)  
checks, instead of your normal proficiency  
bonus.  
Divine Strike  
At 8th level, you gain the ability to infuse  
your weapon strikes with psychic energy  
borrowed from the citizens of your city. Once  
on each of your turns when you hit a creature  
with a weapon attack, you can cause the  
attack to deal an extra 1d8 psychic damage to  
the target. When you reach 14th level, the  
extra psychic damage increases to 2d8.  
Express Transit  
At 17th level, you can use mass transit routes  
to transport instantaneously to other points in  
the city. Starting from a bus stop, train  
station, subway stop, or other suitable mass  
transit site within the city, you can teleport to  
any other similar transit stop within the city,  
as if you had cast a teleport spell whose  
destination is a permanent teleportation circle  
you know. Once you use this feature, you  
must finish a short or long rest before using it  
again.

# Cleric spell list

**Cantrips**

Guidance  
Light  
Mending  
Resistance  
Sacred Flame  
Spare the Dying  
Thaumaturgy

**1st level**

Bane  
Bless  
Command  
Create or Destroy Water  
Cure Wounds  
Detect Evil and Good  
Detect Magic  
Detect Poison and Disease  
[Elevated Sight](https://dnd.andrej-katic.from.hr/books/magic/page/elevated-sight)  
Guiding Bolt  
Healing Word  
Inflict Wounds  
Protection from  
Evil and Good  
Purify Food and Drink  
Sanctuary  
Shield of Faith

**2nd level**

Aid  
Augury  
Blindness/Deafness  
Calm Emotions  
Continual Flame  
Enhance Ability  
Find Traps  
Gentle Repose  
Hold Person  
Lesser Restoration  
Locate Object  
Prayer of Healing  
Protection from Poison  
Silence  
Spiritual Weapon  
Warding Bond  
Zone o f Truth

**3rd level**

Animate Dead  
Beacon of Hope  
Bestow Curse  
Clairvoyance  
Create Food and Water  
Daylight  
Dispel Magic  
Feign Death  
Glyph o f Warding  
Magic Circle  
Mass Healing Word  
Meld into Stone  
Protection from Energy  
Remove Curse  
Revivify  
Sending  
Speak with Dead  
Spirit Guardians  
Tongues  
Water Walk

**4th level**

Banishment  
Control Water  
Death Ward  
Divination  
Freedom of Movement  
Guardian of Faith  
Locate Creature  
Stone Shape

**5th level**

Commune  
Contagion  
Dispel Evil and Good  
Flame Strike  
Geas  
Greater Restoration  
Hallow  
Insect Plague  
Legend Lore  
Mass Cure Wounds  
Planar Binding  
Raise Dead  
Scrying

**6th level**

Blade Barrier  
Create Undead  
Find the Path  
Forbiddance  
Harm  
Heal  
Heroes’ Feast  
Planar Ally  
True Seeing  
Word of Recall

**7th level**

Conjure Celestial  
Divine Word  
Etherealness  
Fire Storm  
Plane Shift  
Regenerate  
Resurrection  
Symbol

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Antimagic Field  
Control Weather  
Earthquake  
Holy Aura

 **9th level**

Astral Projection  
Gate  
Mass Heal  
True Resurrection

# Chaos Domain

“Chaos molds the world.” These are the words  
spoken in ancient pagan rituals: “Chaos shapes  
destinies, for chaos is potential.” The aspect of  
chaos manifests itself through the tears in reality  
and ambitions of men. Some orders, cults, and  
religious organizations follow the manifestations  
by naming them as gods or deities: Leviathan, Set,  
Eris, sons of Erlik, and other gods of discord. Most  
believe that singularity can only be achieved through  
chaos and discord, by worshiping their deity. Peace  
and order are lies, only committing people to sloth  
and preventing advancement, enlightenment. The  
unpredictability of life is what makes it perfect.  
There is no other reason that they are seen as evil  
and shunned than they are unpredictable and true  
to their purpose. They deny the usual prejudices and  
hold the world to higher standards.  
Domain Spell List  
Cleric  
Level Spells  
1st color spray, inflict wounds  
3rd enthrall, suggestion  
5th bestow curse, hypnotic  
pattern  
7th confusion, polymorph  
9th geas, mislead  
Optional Feature: The Lure of Serenity  
If a cleric fails to follow the path of chaos and  
doesn't abide by the beliefs of their deity, they may  
be punished. This event may be triggered by a cleric  
gaining a fondness of order, balance, calm, or simply  
remaining inactive for too long. When a GM decides  
that it is triggered, a cleric may be given time to  
amend for it. However, first, they lose the ability to  
use their highest spell slot-level for at least three days.  
After that, they lose all their class abilities. Aspects  
of balance and serenity will reach out to the cleric  
and invite them to the path of karma, thus enabling  
the cleric to become a paladin and eventually swear  
the oath of karma (when they reach 3rd level or they  
are already 3rd level or higher). All class related  
abilities and proficiencies change (such as weapons,  
spellcasting), but ability scores remain the same.  
Level 1: Voice of Chaos: When you expend a spell slot  
of the highest level, you roll on the Chaos table below.  
At 20th level, you suffer no effects from the Chaos  
Table. It always triggers when you cast a spell of 6th  
level or higher. Additionally, the GM may decide that  
you should roll in other situations no more than twice.  
15  
Subclass Options  
d20 Chaos Effect  
1 The spell is lost. You take d6 psychic damage for each level of the spell.  
2 The spell does not take effect, and you expend the spell slot.  
3 You must succeed on a DC 10 Wisdom saving throw to be able to cast your next spell.  
4 You are blinded until the end of your next turn.  
5 d4 random creatures within 60 ft. of you may fall under the effect of the hellish rebuke spell  
if they fail the necessary saving throw.  
6 d3 random creatures within 60 ft. of you have disadvantage on attack rolls until the end of  
your next turn.  
7 You have disadvantage on the next attack roll, ability check, or saving throw.  
8 A total of d4 flammable objects that are not worn or carried within 120 feet catch fire.  
9 The sound of thunder cracks. It is audible within 300 feet.  
10 1d2 creatures within 30 ft. of you fall under the effects of the sanctuary spell; the targets are  
random, and the DC is equal to your spell save DC.  
11 You can ignite candles, torches, and campfires in the next hour with a bonus action.  
12 The resistance spell is cast on yourself.  
13 You can cast a cantrip as a bonus action until the end of your next turn.  
14  
You regain 1d4 hit points. If that exceeds your maximum HP, you gain the extra as  
temporary hit points. The healing dice increases by 1 for 3rd level spells and increases by 2  
for 5th level spells.  
15 1d4 creatures of your choice within 30 ft. of you fall under the effects of the guidance spell.  
16 1d4 creatures of your choice within 30 ft. of you fall under the effects of the bless spell.  
17 4 creatures of your choice within 60 ft. of you take 2d6 radiant damage.  
18 The next spell cast within 30 feet of you heals a random ally of yours equal to a d6. Each  
level of the spell increases the die by 1.  
19 You gain d4 temporary hit points for each level of the spell.  
20 You regain the spell slot.  
In the Historica Arcanum universe, any spell or effect that triggers the chaos table doesn’t trigger any additional  
spell rebound effects.  
Chaos Table  
Level 1: Unpredictable Might  
Your connection with chaos enables you to affect  
many spells cast near you. When a creature within  
30 ft. of you casts a spell of 1st-level or higher, you  
can use your reaction to choose one of the effects  
below, if appropriate. First, you must succeed on  
a Wisdom saving throw; The DC equals 10 + the  
spell’s level. On a success you can apply one of the  
effects below. You can do so a number of times equal  
to your proficiency bonus and regain expended uses  
after you finish a long rest.  
Change Target: If it’s a one-target spell, you can  
change the target within the spell's range to another  
creature you can see.  
Change Type: You can change its type; if it is a spell  
that deals a type of damage from the following list,  
you can change that damage type to one of the other  
listed types: acid, cold, fire, lightning, poison, thunder.  
Change Origin: If it’s a spell that affects an area and  
has a point of origin other than the caster, you can  
change its point of origin by 10 feet.  
Cause Harm: After you witness a healing spell within  
30 ft. of you, you can deal 1d6 psychic damage to the  
target or the caster. The chosen creature must be  
within 30 ft. of you. The die increases by 1d6 each  
time you gain an ability score improvement.  
Cause Heal: After you witness a damaging spell  
within 30 ft. of you, you can restore 1d6 hit points to  
the target or the caster (other than you). The chosen  
creature must be within 30 ft of you. The die increases  
by 1d6 each time you gain ability score improvement.  
16  
Subclass Options  
Level 2: Channel Divinity:  
Chaotic Displacement: You utter a word belonging  
to the primordial chaos and choose four willing  
creatures within 120 feet of you. You don’t need to  
see them but must know their locations. All chosen  
creatures swap their locations randomly and gain  
temporary hit points equal to 2d4 + proficiency bonus  
and advantage on the next saving throw they make  
until the end of your next turn.  
Disturbance in the Fabric: You utter  
a word that touches the deepest  
fears of your enemies. All enemies  
within 30 ft. of you must succeed on a  
Charisma saving throw or fall into a great  
disturbance wherein they perceive their  
friends as enemies. They automatically  
succeed on the saving throw if they are  
immune to charm. Each time you start a turn,  
you must succeed on a DC 15 Wisdom saving  
throw to keep this effect going. On a failed  
save you take 1d6 psychic damage and the  
effect ends; the damage die increases by 1d6  
for each 2 cleric level you have. If you succeed  
through 1 minute, the effect ends and you don’t  
take any damage.  
Level 6: Controlled Chaos  
When you roll on the Chaos table, you can  
choose which effects to occur. You can choose  
two times and can’t do so again until you finish  
a long rest.  
Additionally, when you cast a spell that includes  
an attack roll and it lands as a critical hit, you  
choose another creature within the spell’s range  
and cast the spell again immediately without  
expending a spell slot.  
Level 8: Potent Spellcasting  
Starting at 8th level, you add your Wisdom modifier  
to the damage you deal with any cleric cantrip.  
Level 17: Ultimate Chaos  
When you reach 17th level, you can cast each  
of these spells once a day without expending a  
spell slot: thunderwave, shatter, fear, confusion,  
contagion.  
They don’t count against the spells you can prepare  
each day and count as a cleric spell for you. If you  
don’t normally prepare them, you can’t cast them  
using your spell slots as normal. If they are normally  
not available in your spell list, this feature doesn’t  
enable you to prepare them as normal.

# Community domain

The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide.  
Clerics of such gods value unity, and praise the strength that can be gained when people support each other.

**Community Domain Spells**  
Cleric Level Spells  
1st bless, goodberry  
3rd aid, heroism  
5th beacon of hope, spirit guardians  
7th banishment, faithful hound  
9th mass cure wounds, telepathic bond

##### Blessing of the Hearth

From 1st level, you gain the ability to conjure a small flagstone hearth with a simple iron cooking pot whenever you rest. This hearth helps warm you and your companions, and can be used to prepare hearty and nutritious meals on the road. If you or any friendly creatures you make camp with would regain hit points at the end of a short rest by spending one or more hit  
dice, each of those creatures may choose to re-roll one of their resting dice, taking the higher roll between the two.  
Additionally, you gain proficiency with Cook’s utensils.

##### Channel Divinity: Magnificent Feast

Starting at 2nd level, you may use your Channel Divinity to conjure a magical feast for the rough road ahead. By spending 10 minutes, you may create a number of delicious, well-prepared, yet simple food items equal to your Wisdom modifier (minimum of 1). These food items will last up to 8 hours or until the end of a rest, and will never spoil. Eating food created in this way takes an action, providing whomever eats it with healing equal to 2d4 + your cleric level, and can remove either the frightened or poisoned condition from that creature (chosen by the creature when consumed).

##### Channel Divinity: Community Watch

Starting at 6th level, you can use your Channel Divinity to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom modifier (minimum of 1), a boon from your deity. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a d6, adding the result to a skill check, saving throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). A creature can only  
benefit from this effect if it can see at least one of its allies.

##### Divine Strike

At 8th level, you gain the ability to infuse your weapon with the power to punish wrongdoing. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. Visions of the evil they have wrought upon others flash before their eyes. You choose whether any foe reduced to 0 hit points by this attack remains stable or dies. When you reach 14th level, the extra damage increases to 2d8.

##### Paragon of the People

At 17th level, your Community Watch grants an additional d6 to each affected ally. It also grants immunity to fear for the duration of the effect. Additionally, your Magnificent Feast produces twice as many foodstuffs, each of which can, when consumed, remove a single curse or disease affecting the target (including attunement to a cursed item).

# Eldritch domain

Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods. The Eldritch domain empowers the devoted followers of unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods.

**Eldritch Domain Spells**  
Cleric Level Spells  
1st hideous laughter, sleep  
3rd detect thoughts, see invisibility  
5th fear, tongues  
7th confusion, phantasmal killer  
9th contact other plane, dream

**Eldritch Effects**  
d8 Effect  
1 The creature cannot speak or cast spells that have verbal components.  
2 The creature takes 1d8 psychic damage at the start of each of its turns.  
3 The creature is disoriented. It immediately falls prone and falls prone again at the end of each turn it moves 5 feet or more.  
4 The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom (Perception) ability checks.  
5 The creature is unsure of itself. It can move or take an action on its turn but not both and it cannot use reactions.  
6 The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage.  
7 The creature is deafened and cannot see objects or creatures further than 30 feet away.  
8 The creature is frightened of you.

##### Unpredictable Inspiration

At 1st level, choose any cantrip. The chosen cantrip counts as a cleric spell for you but does not count against the number of cleric cantrips you know. Each time you finish a long rest you can replace the chosen cantrip with any other cantrip of your choice.  
In addition, you gain proficiency in a skill of your choice. Each time you finish a long rest you can replace the chosen skill with another skill of your choice.

##### Eldritch Contagion

Starting at 1st level, you’ve been gifted with the ability to impart a fleeting taste of the unknowable on others. When you cast a spell with a spell slot of 1st level or higher that targets one or more creatures, you can use a bonus action on the same turn to force one of the spell’s targets to make a Wisdom saving throw. On a failure, roll on the Eldritch Effects table and the creature suffers that effect for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a success. This effect ends early if you use this feature again.

##### Channel Divinity: Prophecy of Doom

Starting at 2nd level, you can use your Channel Divinity to speak a prophecy, inducing visions and hallucinations in nearby creatures. As an action, choose a point within 120 feet of you that you can see and roll on the Eldritch Effects table. Each creature in a 15-foot-radius sphere centered on the chosen point must succeed on a Wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns, an affected creature can make another Wisdom saving throw, ending the temporary effect on a success.

##### Otherworldly Calm

Starting at 6th level, you gain resistance to psychic damage and advantage on saving throws against being charmed and frightened. Additionally, any creature that attempts to read your thoughts find them incomprehensible. The attempt automatically fails and they must succeed on a Wisdom saving throw against your cleric spell save DC or take psychic damage equal to your cleric level.

##### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

##### Sing the Song that Ends the World

Starting at 17th level, creatures who fail a saving throw against your Prophecy of Doom feature take 10d10 psychic damage. Once a creature has taken damage in this way, it can’t take damage from this feature again for 10 minutes.

# Fate domain

Fate is seen by some as a power above the gods themselves; the cosmic force to which all, mortal and immortal, are bound. Clerics of such a force are seers, oracles, and prophets. They attempt to unravel the mysteries of destiny. Through their art they gain secret knowledge of things past, present, and future.

Fate Domain Spells

1st identify, find familiar  
3rd augury, detect thoughts  
5th sending, clairvoyance  
7th divination, locate creature  
9th commune, contact other plane

##### Oracle

At 1st level you learn the Thaumaturgy cantrip.

##### Vestal Teachings

At 1st level you become proficient in your choice of two of the following skills: Arcana, Religion, Insight.

##### Channel Divinity: Seer’s Omen

Starting at 2nd level, you can use your Channel Divinity to force a creature you can see within 30 feet to make a Wisdom saving throw. If the creature fails its saving throw, then for the next minute whenever it makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.

##### Glimpse

At 6th level you may use your Channel Divinity as a bonus action to see things as they actually are. Until the start of your next turn, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

##### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

##### Seal Fate

At 17th level you gain the ability to sever a creature’s fate. As an action you choose a creature you can see, roll 1d4 and choose rounds, days, or years. The creature is forced to make aWisdom saving throw. After the chosen time has passed, the creature takes 10d10 necrotic damage on a failed save or half as much on a successful one. You can’t use this feature again until you complete a long rest.

# Inquisition domain

The Inquisition domain reflects the order of the multiverse and the rejection of tainted magic—at least so far as certain celestial powers see it. Only the divine casters are pure and fit for use. Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand magic-using mortals are kept in check. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn’t feasible.

**Inquisition Domain Spells**

Cleric Level Spells  
1st detect magic, identify  
3rd see invisibility, silence  
5th dispel magic, remove curse  
7th arcane eye, locate creature  
9th creation, hallow

**Bonus Proficiencies**

At 1st level, you gain proficiency with martial weapons and heavy armor.

##### Witch Hunter’s Strike

At 1st level, when you hit a creature with a weapon attack, you can deal an additional 1d8 force damage. If the creature is concentrating on a spell, you deal an additional 2d8 force damage instead. If a creature fails its saving throw to maintain concentration as a result of taking damage from this feature, you gain a number of temporary hit points equal to the extra force damage dealt by this attack. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest. At 14th level, this damage increases to 2d8, and 3d8 if the creature is concentrating on a spell.

##### Channel Divinity: Spell Shield

Starting at 2nd level, you can use your Channel Divinity to bestow a temporary resilience to arcane harm. As a bonus action, you present your holy symbol and choose a creature you can see (including yourself) within 30 feet. The chosen creature gains temporary hit points equal to 1d10 + your cleric level. While a creature has temporary hit points granted by your spell shield, it has resistance to damage from spells and advantage on saving throws against spells. The creature loses any remaining temporary hit points after 1 hour.

##### Rebuke Invoker

Starting at 6th level, as a reaction when a creature you can see within 60 feet casts a spell, you can force the creature to make a Constitution saving throw. On a failure, the creature takes force damage equal to 1d8 per level of spell slot expended casting the spell + your Wisdom modifier. Cantrips are considered first-level spells for this ability. On a successful save the creature takes half as much damage instead. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest.

##### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of celestial order. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

##### Supernal Safeguard

Starting at 17th level, when you use your Spell Shield feature, you can choose a number of creatures up to your Wisdom modifier (minimum 2) instead of choosing only one.

# Kami domain

Many spirits wander the world of Soburin—in addition to the tsukumogami that have become commonplace since the return of the Mists of Akuma, there are also ethereal beings known as kami. Divine scholars devoted to understanding, assuaging, or destroying these magical creatures gain superlative abilities to deal with them, making them true warriors of the supernatural.

Table: Kami Domain Spells  
1st sanctuary, unseen servant  
3rd invisibility, see invisibility  
5th blink, nondetection  
7th faithful hound, secret chest  
9th animate objects, contact other plane

##### Kami Companion

When you choose this domain at 1st level, you find a kami spirit that becomes your companion. You may cast the find familiar spell to summon your kami spirit. Unlike a normal familiar, your kami companion can never deliver touch spells. It gains the following traits:  
**Etherealness.** Your kami companion enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane (other than you).  
**Ethereal Sight**. Your kami companion can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.  
**Incorporeal Movement.** Your kami companion can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.  
**Kami Defenses.** Your kami companion is resistant to acid, fire, lightning, and thunder damage, as well as bludgeoning, piercing, and slashing damage from nonmagical weapon attacks. It is immune to cold, necrotic, and poison damage, and it is immune to the charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.

##### Channel Divinity: Fortify

Starting at 2nd level, your kami companion can use its action to activate your Channel Divinity to relieve you of one of the following conditions: charmed, frightened, poisoned, or prone.

##### Blessed Awareness

Beginning at 6th level, your kami companion can use its action to share a shred of its supernatural senses with you, granting you blindsight to a range equal to your proficiency bonus times 5 feet until the end of your next turn.

##### Improved Fortify

At 8th level, your kami’s ability to relieve conditions improves. It is now able to affect creatures other than you with its fortify ability and it can relieve these additional conditions: grappled, paralyzed, or restrained.

##### Spirit Monster

Starting at 17th level, you and your kami companion can each spend an action to transform into another creature as though using the true polymorph spell. It can spend an action to return to its normal form. Your kami companion can remain in a transformed state for a number of rounds equal to your proficiency bonus plus your Wisdom modifier. You regain expended uses when you finish a long rest.

# Night domain

The night is mysterious, and conceals many unseen dangers. However, the cover of darkness also brings protection from predators and shadows within which one can conceal themselves. The gods of night are varied, encompassing those who would use the cover of darkness to protect others from threats, to those who would use the shadows for wrong doings. The motives of night gods are often shrouded in mystery. Many teach their followers that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth. Clerics of night do their best to keep themselves and their companions safe while journeying through the darkness.

**Night Domain Spells**  
Cleric Level Spells  
1st sleep, veil of dusk\*  
3rd darkness, moonbeam  
5th nondetection, [globe of twilight\*](https://dnd.andrej-katic.from.hr/books/magic/page/globe-of-twilight)  
7th divination, stellar bodies\*  
9th dream, seeming  
Spells marked with an asterisk (\*) can be found in this book.

##### Eye of Twilight

Beginning at 1st level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were only dim light. You can’t discern color in the darkness, only shades of gray.  
When you reach 6th level, you can see in dim light within 120 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were dim light. You can’t discern color in the darkness, only shades of gray.  
At 8th level, you can see normally in darkness, both magical and nonmagical within 120 feet.  
Finally, at 17th level, your eyes are able to see the truth hiding within darkness. You gain the ability to call upon the powers of your deity to grant yourself truesight within 120 feet of you for a number of minutes equal to your Wisdom modifier (a minimum of 1 minute). Your truesight only functions while in conditions of magical or nonmagical darkness. Once you have used this feature, you cannot use it again until you have completed a long rest.

##### Ward of Shadows

At 1st level, you can create a ward of divine shadows to conceal yourself from an attacking enemy. When attacked by a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll, as shadows envelop your form. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain all expended uses when you finish a long rest.

##### Channel Divinity: Invocation of Night

Starting at 2nd level, you can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in  
a shroud of darkness. As an action, you present your holy symbol causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature  
who fails the saving throw is blinded for a number of rounds equal to your cleric level. A creature blinded in this way gets a new saving throw at the end of each of its turns to remove the effect. A creature that has total cover from you is not affected.

##### Improved Ward

At 6th level, you can use your Ward of Shadows feature whenever a creature you can see within 30 feet of you attacks a creature besides yourself.

##### Veil of Dreams

When you reach 8th level, you gain mastery over magical sleep. When you cast the sleep spell, add your cleric level to the dice you roll to determine how many hit points of creatures the spell can affect. You may choose the order in which creatures within the  
spell’s area are affected. If the first target chosen has too many hit points to be affected, the spell will instead target the next creature you have chosen that the spell could affect before affecting other targets. Additionally, any creature you put to sleep cannot be woken until the start of your next turn. Otherwise, the sleep spell acts as normal.

##### Creature of the Night

Starting at 17th level, you can use your action to activate a supernatural aura of deep night. It lasts for 1 minute, or until you dismiss it using another action. You emit heavily obscuring darkness in a 30-foot radius and lightly obscuring shadows 50 feet beyond that. The darkness and shadows overlap and smother existing sources of light. Only light produced by a 9th level spell or similarly powerful effect can negate the darkness and shadows. Enemies within the shadows constantly feel the presence of hungry predators watching them, and become frightened as long as they remain inside the affected area. Enemies in the darkness are both blinded and frightened for as long as they remain within its area.

# Technology domain

Gods of technology promote the ideals of invention, city building and science. Cities, electronic and mechanical devices are the example of their ideals, empowering everyone who uses the technology in their name.

**Technology Domain Spells**

Cleric Level Spells  
1st grease, power device\*  
3rd arcane lock, relay text\*  
5th electromagnetic pulse\*, lightning bolt  
7th fabricate, wire walk\*  
9th instant connectivity\*, synchronicity\*  
Modern spells are marked with an asterisk.

**Bonus Cantrip**

When you choose this domain at 1st level, you gain the *haywire* cantrip if you don't already know it.

##### Channel Divinity: Recharge

Starting at 2nd level, you can use your Channel Divinity to power electrical devices.  
As an action, you touch your holy symbol and evoke pure energy. You gain a number of energy points equal to five times your cleric level that last for 2 hours or until you finish a short or long rest.  
As an action, you can touch an electrical device and transfer energy points from your pool to power it. Expending 1 energy point you can power a medium or smaller electrical device for 10 minutes, and expending 4 energy points you can power a Large or Huge-sized electrical device for 10 minutes. You can increase the duration expending more energy points, up to the maximum amount remaining of your energy points.

##### Urban Builder

Beginning at 6th level, while in an urban environment, you are considered proficient with the engineering kit and the mechanic tools, and you add double your proficiency bonus to checks using those tools instead of your normal proficiency bonus.

##### Divine Strike

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

##### Techpriest

At 17th level, you gain resistance to lightning damage and you learn the spell chain lightning, which is always prepared and count as a domain spell for you. Additionally, all electric devices that require batteries don't expend charges when you use it.