Planes of Power
There are 4 cleric domains on this page you can choose from.
While many nature deities revere the idea of growth and the nurturing of nature, it cannot be denied that they all have a wild side tied to the elements. While most of their clerics busy themselves with protecting woodlands, blessing harvests, and ensuring the balance between the wilderness and civilization, clerics who choose this domain are more tapped into the primitive, wild side of their deities.
1st Absorb Elements (PoA), Ice Knife (PoA)
3rd Dust Devil (PoA), Heat Metal
5th Erupting Earth (PoA), Wind Wall
7th Conjure Minor Elemental, Storm Sphere
9th Conjure Elemental, Immolation (PoA)
At 1st level, you gain proficiency with martial weapons. You also gain proficiency with one of the following skills of your choice: Arcana, Nature, Survival.
You have access to the following Cantrips. These count against your number of known cantrips.
Lightning Lure (SCAG)
Magic Stone (PoA)
Mold Earth (PoA)
Shape Water (PoA)
You always have the Find Familiar spell prepared. You can only cast this spell to summon a mephit. The summoned mephit is neutral instead of neutral evil. The mephit can only use its Innate Spellcasting or breath action as a reaction when you take an action to command it. If you become unconscious, other than sleeping, the mephit becomes mischievous and can use all its actions, but it is under DM control.
Channel Divinity: Rebuke Elements
Starting at 2nd level, you can use your Channel Divinity to turn elemental creatures. You choose which elementals to effect when you use this ability, and you can only choose elementals within 30 feet of you. You can effect invisible elementals with this ability.
Alternatively, you may channel divinity as a Reaction to give yourself and allies within 15 feet resistance to acid, cold, fire, or lightning damage for 1 round.
At 6th level, you can attempt to charm turned and uncontrolled elemental creatures. Roll Charisma (Persuasion) against a DC of 10+ the elemental’s challenge rating. If you are successful, the creature gains the charmed condition. If the creature cannot be charmed, this ability will cause the creature to attack you with disadvantage as it becomes confused about your intent. These effects last for 1 minute.
At 8th level, you gain the ability to infuse your weapons strikes with elemental energy. Once on each of your turns when you hit a creature with a weapon attack, you may cause the attack to deal an extra 1d8 acid, cold, fire, or lightning damage.
At 17th level, you can maintain concentration on one elemental summoning spell and simultaneously concentrate on any other one spell.
Chase your goals, whatever they may be, and place yourself in the Hands of Fate. You must accept the hand you have been dealt, but it’s always okay to bluff. – From Tyche’s Word, II: iv. Priests of luck gods and goddesses have always made names for themselves as fools, gamblers, scoundrels, charlatans, and the luckiest adventurers in a long age.
1st Absorb Elements (PoA), Shield
3rd Blur, Enhance Ability
5th Beacon of Hope, Blink
7th Confusion, Freedom of Movement
9th Circle of Power, Commune
You gain proficiency in Insight, and you can take the Guidance cantrip which doesn’t count against your list of known cantrips. Additionally, you may add your proficiency bonus to any roll or check which involves betting or gambling. (Please note: acting foolhardy, while in character, is not considered gambling.)
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast one of your domain spells. You then regain the use of this feature.
Additionally, you may re-roll a natural 1 a number of times per day equal to your Charisma modifier so long as you did not have disadvantage on the original roll.
Channel Divinity: Surge of Luck
Starting at 2nd level, you can use your Channel Divinity as a bonus action to give luck to your allies. Choose a number of allies equal to your Wisdom modifier within 60 feet of you. They each have advantage on the attack roll, ability check, skill check, or saving throw of their choice before the end of your next turn.
Starting at 6th level, you have the ability to twist fate by stealing one person’s luck and giving it to another. As an action, you may expend a 3rd level spell slot to begin a Chant which lasts up to 1 minute and does not require Concentration. Select a target who rolls a Charisma save (against a supernatural enchantment effect). On a failure, the target has disadvantage on all attack rolls. The target may repeat the save at the end of each of its turns, ending the effect on a save and becoming immune to this effect for 24 hours.
While the target is under this effect, you may choose a recipient target (other than yourself) to receive advantage on all attack rolls. The recipient loses the advantage as soon as the target makes the save.
Each round, for the duration of the Chant, you may use your action to choose an additional target to assail.
Your Chant ends prematurely if you are rendered unconscious, silenced, or unable to speak; however, ending the Chant does not end the ongoing effects.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, whenever anyone other than a Wild Magic Sorcerer within 30 feet of you, including yourself, rolls on the Wild Magic Surge table, they roll twice, and you choose the result. If the person rolling on the Wild Magic surge table is a Wild Magic Sorcerer, you roll opposed Charisma checks, with the winner of that check choosing the result.
Additionally, you have 1 luck point which you may use each day as if you had the Lucky Feat. If you have the feat, you have 1 additional Luck point per day instead, and you may “give away” your Luck points when anyone within 30 feet of you rolls a d20.
Moonlight and sunlight are very different, and the poor berk who thinks they are the same deserves what he gets. This version of the Moon Domain is inspired by Selune (of the Forgotten Realms), but it could be taken by clerics of similar deities.
1st Fog Cloud, Faerie Fire
3rd Darkvision, Moonbeam
5th Sleet Storm, Water Walk
7th Confusion, Polymorph (lycanthrope only)
9th Cone of Cold, Scrying
See the Light Domain’s Warding Flare ability. These abilities are identical.
Channel Divinity: Waxing Moon
You can change into a lycanthrope as bonus action. You can dismiss this as a bonus action as well. You can shape change a number of times equal to your Channel Divinity, but only lasting a number of rounds equal to your Wisdom modifier (minimum 1). You can only choose creatures from the list below and only if your cleric level is equal to or greater than the list.
List of Lycanthropes
2nd Jackalwere CR 1/2
8th Wererat CR 2
12th Werewolf CR 3
20th Wereboar or Weretiger CR 4
Apart from the above specifications, this ability functions as the Druid’s Wild Shape ability.
Improved Moon’s Embrace
See the Light Domain’s Improved Flare ability. These abilities are identical.
Starting at 8th level, you add your wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can use your action to activate an aura of the moon that extends 60 feet from your. It lasts for 1 minute or until you dismiss it as a free action. You give yourself and allies the ability resist damage from Bludgeoning, Piercing, and Slashing from non magical weapons that are not silvered and +1 natural armor. The resistance is equal to your wisdom modifier (minimum 1).
Credit to locvil_rogue for this domain.
The Unknown Domain
This domain is restricted to PCs in the Athar faction.
Most of the time, when a cleric casts a spell, they are channeling some divine energy from their deity, manifesting their god’s will in the world. But clerics who are devoted to the Athar philosophy know that this mediation is unnecessary. It is not essential to devote yourself to a god to access divine power — every person has the potential within them to access it for themselves.
However, the nature of this divine energy remains opaque. Even the Athar do not know explicitly what forces they call upon when they use divine magic. Theories abound: some say it is a pool of energy that the gods jealously guard. Others say that it is the simple power of belief in your own worthiness as a life that turns you into a font of divine energy for yourself, or that adherence to the Athar philosophy itself creates this pool. Some imagine that the divine energy flows from the same place that powers the entities that power warlocks — putting the Athar in perhaps dangerous company. The Athar study these theories passionately, eager to shed light onto the darkness, but for now, the answer remains elusive (and many Athar are quick to blame the existing gods for the elusiveness of understanding their power). Thus, they call the source of their power “The Great Unknown.”
The Great Unknown powers every divine spell cast by any Athar cleric, druid, or paladin who devotes themselves to it. It doesn’t seem to prohibit or disallow any spell or any kind of magic. An Athar cleric with the Tempest domain calls upon the power of the Great Unknown to create destructive storms and blasts of wind and lightning. An Athar paladin who swears the Oath of the Ancients calls upon the Great Unknown to master the forces of nature and protect life. An Athar druid who joins the Circle of the Moon calls upon the Great Unknown to transform his body into a wild beast. Not all Athar members call upon the Great Unknown (plenty of Athar druids, for instance, revere the concept of nature as the origin of all divine power), but those who do are at the forefront of exploring what this divine source of energy. And among those who are explore, the Athar clerics are at the forefront. In fact, the clerics of the Athar have developed a unique divine domain, exclusive to them and to the Great Unknown. This domain is known as the Unknown Domain.
The Great Unknown is a source of many different divine energies, and those who follow the Athar teachings closely and earn the respect of their superiors can access the domain unique to that source: the Unknown Domain. The clerics who know of the Unknown Domain are considered “parters of the veil,” those who are looking beyond the surface world toward the origin of all divine energy, to gain insights into the creation and transformation of the planes themselves. As such, the Unknown Domain gives power and protection over planar beings of various stripes, making the clerics with this domain quite adept at dealing with most planar natives. It also has a handful of divination effects, which allow the Athar to gain knowledge from the Unknown.
1st detect good and evil, protection from good and evil
3rd augury, magic weapon
5th magic circle, protection from energy
7th divination, banishment
9th dispel evil and good, planar binding
At 1st level, you learn three of the following languages: Abyssal, Celestial, Deep Speech, Infernal, Primordial, and Sylvan.
Also at 1st level, you can defy others. When you make a Wisdom or Charisma saving throw, you can use your reaction to gain advantage on the save. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity (Turn Immortals)
Starting at 2nd level, you don’t gain an additional kind of Channel Divinity. Instead, your Turn Undead ability expands: it also works against fiends, celestials, constructs, elementals, fey, and aberrations, as well as undead.
Starting at 5th level, when an undead, fiend, celestial, construct, elemental, fey, or aberration fails its saving throw against your Turn Immortals feature, the creature can be, at your option, instead charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You cannot destroy undead when Channeling Divinity.
At 6th level, you gain another use of your Channel Divinity. You can select any other domain’s 2nd-level Channel Divinity feature and add it to the list of Channel Divinity abilities you have access to.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Your New God
At 17th level, you gain the ability to command immortals. While creatures are charmed by your Convert Immortals feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. Additionally, the charm will not end if your enemies deal damage to the charmed target.
Credit to Chris Perkins for this domain.