Divine Domains
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 Spells
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 grant that creature resistance to the triggering damage reducing the triggering damage as well. The resistance lasts until the end of the creature’s next turn.
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.
A remove curse spell cast at 3rd level 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. The 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 incapacitated. 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 incapacitated condition.
Once you have used this ability, you cannot use it again until you finish a long rest.
Cleric 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 |