Trickery, lies, deception, or just pure chaos, your deity has imbued you with a little variety and the ability to disrupt others. You revel in unpredictability, good or bad.
At 2nd level, you can imbue a target with chaos. As a reaction when a creature rolls a die, you may spend 2 Action Points to force the creature to reroll the dice. They must use the new roll. You can use the ability a number of times equal to your devotion.
Starting at 3rd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
For 5 Action Points, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. The illusion can use your Movement Action minus 1 Action Point to move to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
When empowered, you create two illusions rather than one.
For 5 Action Points, you can swap locations with your illusions. You and your illusion teleport to the other's location.
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. When you use your Movement Action to move one illusion, you can move any number of them, to a maximum range of 120 feet.
You seek to strengthen the bonds that tie groups together. Even your life is but a shield to the trauma that others might experience, and if you can protect others, then it will be worth it. Your deity has seen your devotion to others and has lent you the power to use that empathy as a sword and shield.
Beginning at 2nd level, for 2 Action Points as a reaction, the priest can halve the damage dealt to a creature within 30 feet and gain temporary Vitality equal to their priest level plus their Devotion. If the priest attacks a creature and hits, they deal additional damage equal to the temporary Vitality, which then disappear. If they have not lost the temporary hit points by the end of their next turn, either through successfully attacking another creature or through taking damage, they lose that Vitality by default and take damage equal to the number of remaining Vitality.
Beginning at 3rd level, for 4 Action Points, the priest can use their Channel Divinity to magically bind themselves to a number of allies they can see within 30 feet equal to their Devotion. For 2 Action Points, once per round for 1 minute, the cleric can grant one of the following:
Ardent Armor: The priest can give one bound creature twice their Devotion in temporary Vitality.
Bonded Blessing: The priest can allow one bound creature to add a d6 to an attack or defense roll.
Scatter Vigor: The priest can choose itself or one bonded creature to take 3d8 necrotic damage and one other bonded creature regains an equal amount of Vitality plus double the priest's Devotion.
When empowered, you can choose two effects instead of one when you use this ability.
Beginning at 10th level, the bond you forge between people shields them from harm. While any creature chosen for your Binding Confluence feature is within 30 feet of another, that creature can use its reaction to grant resistance to all damage to an other creature when that other creature takes damage. This resistance lasts until the end of the current turn.
At 17th level, the bonds you create endure and are deepened. When a creature chosen for your Binding Confluence is reduced to 0 Health, the others in that bond gain the following benefits for 1 minute, or until the creature regains at least 1 Health:
They have advantage on attack and defense rolls.
Thy gain resistance to all damage.
For 5 Action Points, the creature can touch its bonded partner to expend and roll any number of Vitality dice. Their bonded partner regains Vitality equal to the total rolled plus 1 Health per dice rolled.
Death is but the beginning after life has ended. You have learned to harness the power that comes after this life. While this power is often associated with necromancers and the undead, you have learned to tap into the power that is opposite to life. While not evil in nature, those that seek this power often are those seeking to avoid death in some way, no matter the cost to others.
At 2nd level, you embrace the chilling aura of death that surrounds your divine calling. This grim mantle not only protects you from harm but also enhances your command over necrotic energies.
For 3 Action Points, you can invoke the Mantle of the Reaper, causing a cold, deathly aura to emanate from you. This spectral shroud surrounds you, lasting for a number of rounds equal to 1 plus your Devotion. While the mantle is active, you gain the following benefits:
While the mantle is active, attacks against you are made with disadvantage unless the attacker is immune to fear, as the chilling presence of death unnerves your foes.
Whenever you cast a spell or use a feature that deals necrotic damage or you make a weapon attack, you can add your Devotion to the damage dealt to one target.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Channel the grim authority of death to drain the life essence from your foes and channel it to heal your allies or your minions.
At 3rd level, for 5 Action Points, use your Channel Divinity to make an unarmed attack against a creature within reach. If the attack hits, it deals necrotic damage equal to 1d12 plus twice your priest level. Upon dealing damage, you gain temporary Vitality equal to half the necrotic damage dealt. This temporary Vitality lasts for 1 round, until the end of combat, or until they are used or depleted.
While you have the temporary Vitality, you can touch a willing creature to transfer all remaining temporary Vitality to them. This will replace any temporary Vitality they might have from another source. If this is used on a Disabled ally, they become stabilized as if they received healing.
Your Channel Divinity: Radiant Burst ability does necrotic damage instead of fire damage.
When empowered, you deal 2d12 damage and have advantage on the attack.
At 10th level, when you use your Death's Embrace ability, you can instead drain the target of stamina instead of Vitality. Instead of doing damage and gaining Vitality, you can give the target 1 point of Exhaustion, reducing any Exhaustion you might have by the same amount. If you are at 0 Exhaustion, you are energized instead gaining advantage on attack rolls for up to 1 minute. If you gain Exhaustion for any reason, you lose this instead.
While you are energized, you may touch a willing creature to transfer this to them. They lose 1 point of Exhaustion, or become energized for the remaining duration of this ability.
Starting at 17th level, you have become one with the energies of death. You become immune to necrotic damage, and are instead healed for half the necrotic damage you would of otherwise taken.
The forge represents mortals conquering the untamed wilds. It is the heart of civilization that drives industry and progress. It is the hearth that warms the home and it is at the center of every bastion that stands to protect cities, towns, and countries. You seek to strengthen and protect all people from outside invading forces, and to provide a solid foundation to grow from as well.
At 2nd level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to armor if it's armor or it gains Crushing +1 or Sharpness +1 if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
At 3rd level you can invoke the divine power of the forge to temporarily animate a weapon, granting it the ability to float and fight autonomously to protect you or an ally.
For 5 Action Points, you choose one melee weapon you are holding. The weapon becomes animated and floats in the air next to you or an ally within 30 feet.
Once per round, as a reaction when the weapon’s wielder (you or the chosen ally) is attacked, they can spend 1 Action Point to have the animated weapon parry the attack. The weapon uses your devotion and your weapon skill for the roll. Once per turn, the weapon’s wielder (you or the chosen ally) can spend 1 Action Point to command the weapon to strike a target within its range, using your weapon skill and your Devotion for the attack roll. The weapon deals its normal damage.
When empowered, you can parry and attack twice in a round
Starting at 10th level, your mastery of the forge grants you special abilities:
You gain resistance to fire damage.
While wearing metal armor, you gain a +1 bonus to your armor.
At 17th level, your blessed affinity with fire and metal becomes more powerful:
You gain immunity to fire damage
While wearing metal armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
For you, death is not something to be feared, it is a natural part of life. You help those pass on whoes time it is, and prevent unatural deaths for those whos
At 2nd level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore Health or Vitality with a spell to a creature at 0 Health, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn't count against the number of cantrips you know. For you, it has a range of 30 feet, and you can cast it for 3 less Action Points.
At 3rd level, for 4 Action Points, you present your holy symbol and speak a prayer censuring the undead. You create a sphere of light out in a 20-foot radius that causes any undead in the area to become Terrified. If the undead is your level or higher, it is instead only Scared. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).
When empowered, you double the range of this ability.
At level 10, the radius of your turn undead increases by 10 feet. Any undead within the radius of your Channel Divinity: Turn Undead whose level is equal or less to your Devotion is destroyed. Undead whose level is up to twice your devotion roll a d20. If the roll is less than 10 minus the undead's level, it is destroyed.
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains Vitality equal to the enemy's number of (Hit Dice). You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of the next round.
The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.
Starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st circle or higher to restore Vitality to a creature, the creature regains additional Vitality equal to 2 + the spell's circle and 1 Health for each dice of healing.
Starting at 3rd level, you can use your Channel Divinity to heal the badly injured.
For 4 Action Points, you present your holy symbol and evoke healing energy that can restore a number of Vitality equal to five times your priest level. Choose any creatures within 30 feet of you, and divide that Vitality among them. This feature can restore a creature to no more than half of its Vitality maximum. You can't use this feature on an undead or a construct.
When empowered, the number of Vitality you can restore is seven times your priest level, and this feature can restore a creature to its full Vitality maximum. Each creature affected by this ability also gains Health equal to your Devotion.
Beginning at 10th level, the spells you cast on others heal you as well. When you cast a spell of 1st circle or higher on a creature other than you, you regain Vitality equal to 2 + the spell's circle.
At 17th level, your healing spells become more potent. When you cast a spell or use an ability that restores Vitality, you also restore 1 Health for every 10 Vitality restored. When a spell or an ability restore Health, you also restore twice that amount in Vitality.
Often represented by the sun, you are able to channel the light that brings life to the world. Oftentimes you are seen as an anathema against darkness as your very presence seems to now displace shadows and lessen darkness. Priests who channel the light tend to be outspoken, like the personalities of the deities.
When you choose this domain at 2nd level, you gain the light cantrip if you don't already know it. This cantrip doesn't count against the number of cantrips you know.
Also at 2nd level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can, as a reaction, spend 2 Action Points to impose disadvantage on the attack roll, causing light to flare in front of the attacker. An attacker that can't be Blinded is immune to this feature.
You can use this feature a number of times equal to your Devotion. You regain all expended uses when you finish a short or a long rest.
Starting at 3rd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
For 4 Action Points, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Make a single ranged attack against any enemies you can see within that area, doing 2d10 + your priest level in fire damage to each creature you hit.
When empowered, this effect lasts three rounds. You can use this ability once per round.
Starting at 10th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Starting at 17th level, you can spend 5 Action Points to activate an aura of sunlight that lasts for 1 minute or until you dismiss it as a free action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on defense rolls against any spell or attacks that deals fire damage.
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. You are a true student of all things mystical, and see divinity in the purity of magic.
When you choose this domain at 2nd level, you gain two cantrips of your choice and one 1st circle spell from the Arcane spell list. At 3rd level and every level you would gain access to a new circle of spells, you learn an additional spell from the Arcane spell list. These spells are always prepared and count as priest spells for you. You also use your Will for your Spell modifier and defense.
Spell modifier = your spell rank + your Will
Spell Defense = 8 + your spell rank + your Will
Starting at 3rd level, you channel the arcane power to empower your spells and those of your allies around you.
For 4 Action Points, you present your holy symbol, and for the next minute, all the spells that you or creatures you choose within 30 feet are cast as if they were cast at the next most powerful circle. This does not consume more spellcasting resources or higher circle spell slots, but if the spell can be cast at a higher circle, it is treated as being cast at that power level instead. This does not affect spells that cannot be cast at a higher circle or spell-like abilities, nor can it increase the spell circle above the 9th circle.
When empowered, all spell attack rolls are made at advantage and defense rolls from your spells are made at disadvantage.
Starting at 10th level, you can use your Channel Divinity to expand your ability to cast spells. By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell. If you need to make a defense roll to maintain your concentration on both spells, you make the roll with disadvantage. On a failure, you lose concentration on both spells.
When empowered, your concentration roll is not made at disadvantage because of this effect.
Starting at 17th level, your priest spells deal extra damage equal to your Devotion. If a spell has you roll for multiple damage types, this applies to each type seperatly.
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 wrongdoings. Many say that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth.
Beginning at 2nd level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You gain darkvision out to a range of 60 feet. At 6th level this range increases to 120 feet and work in magical or nonmagical darkness. At 10th 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 Devotion. 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.
Starting at 3rd level, you can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in a shroud of darkness.
For 5 Action Points, 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 is cursed until the beginning of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
When empowered, this effect lasts for three rounds. The vulnerability effects occours only on the first hit in the round.
Starting at 10th level, you can use your Channel Divinity to vanish. For 3 Action Points, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. At 17th level, you no longer become visable if you attack or cast a spell.
When empowered, you can choose to affect up to three creatures.
Starting at 17th level, your Channel Divinity: Invocation of Night activates 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 Frightened for as long as they remain within its area.
The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Priests of order are typically concerned with how things are done, rather than whether an action's results are just.
Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic world.
At 2nd level, you can infuse a target with the power of divine order. As a reaction when a creature rolls a die, you may spend 2 Action Points to treat all rolls as if they were the average for that die. That means an 11 for a d20, a 7 for a d12, a 6 for a d10, etc.. You can use the ability a number of times equal to twice your Devotion.
At 3rd level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of the 1st circle or higher and target an ally with the spell, that ally can immediately spend 2 Action Points as a reaction to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
When empowered, all creatures affected by your spell may make an attack.
At 10th 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 deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 16 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
You and your allies dice rolls for damage is automatically done a the maxium value.
Storms, lightning, wind, and destruction. Your deity commands the terrible aspects of the weather and has bestowed upon you a portion of that power. Often times this will make you an agent of your deity's wrath, but you could just as easily be one to calm the storms and protect people. In any case, you command power few mortals ever dare to touch.
At 2nd level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use spend 2 Action Points as a reaction to cause the creature to take 2d8 lightning damage.
You can use this feature a number of times equal to your Devotion. You regain all expended uses when you finish a long rest.
Starting at 3rd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
When empowered, you may choose that any number of creatures hit by your attack is knocked prone and pushed back 10 feet.
At 10th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
At 17th level, you have a flying speed equal to your current movement whenever you are not underground or indoors.
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.
From 2nd level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, the next weapon attack you make that turn is 1 less Action Point.
Starting at 3rd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the Narrator says whether the attack hits or misses.
At 6th level, you can grant this to a creature you can see within 30 feet.
When empowered, the attack also does an extra 4d10 damage.
At 10th level, when an ally within 60 feet of you rolls a natural 20, you gain advantage on their next attack or defense roll you make within the next minute.
At 10th level, you are blessed with divine might in battle. When a creature takes damage from one of your weapon attacks, you can also deal 1d8 damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
When you reach 18th level, the extra damage increases to 2d8.
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.