Cleric

 

Cleric: Divine Domain: Grave

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse; to desecrate the peace of the dead is an abomination.

Grave Domain Features

Domain Spells

Once you reach a level in this class that allows you to cast spells of the appropriate level, you always have the grave domain spells prepared, and they do not count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the divine spell list, the spell is nonetheless a cleric spell for you.

 

Grave Domain Spells

Level

Spells

1

False life, inflict wounds

3

Gentle repose, ray of enfeeblement

5

Revivify, speak with dead

7

Deathward, life cycle

9

Grave smite, raise dead

Circle of Mortality

At 3rd level, you gain the ability to manipulate the line between life and death. When a creature other than you within 15 feet of you takes damage that would reduce it to 0 hit points, you can use a reaction to reduce the creature to 1 hit point instead and give it immunity to all damage until the end of its next turn. At the end of its next turn, the creature is then reduced to 0 hit points regardless of the number of hit points it has.

You can use this ability once between short or long rests.

 

Channel Divinity: Path to the Grave

Starting at 6th level, you can use your ‘channel divinity’ to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end 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.

remove curse spell removes this curse.

 

Keeper of Souls

Starting at 10th level, you can cast your domain spells without providing material components.

 

Tomb’s Rest

Beginning at 14th level, you can bury a creature alive.

As an action, you can target one creature you can see within 60 feet. If the creature is touching the ground, the creature is immediately restrained as the ground begins to draw it in.

A creature restrained by this ability can use an action to make a Strength saving throw with disadvantage to free itself. Another creature can use its action to help the trapped creature negating the disadvantage on the creature’s next turn. On a successful saving throw, the effect immediately ends.

Keep track each time the creature ends its turn retrained by this ability. When the creature has ended its turn restrained by this ability three times or more, the creature must make a Charisma saving throw at the end of its turn. On a failed saving throw, the creature is completely buried below the ground and is petrified. The creature does not need to eat or breathe until the effect is removed. If the creature is dug up again, a remove curse spell of 6th level or lower ends the petrified condition.

Once you have used this ability, you cannot use it again until you finish a long rest.