Pacifism Domain (5e Subclass)

Pacifism Domain

Clerics that worship gods of peace, self-sacrifice, and calm are sometimes part of the pacifism domain. These clerics lay down arms and foster peace, abolishing violence in all its forms. Gods such as Ilmater or Yondalla are frequent deities of this domain.

Pacifism Domain Spells
Cleric LevelSpells
1stcharm person, sanctuary
3rdcalm emotions, prayer of healing
5thbeacon of hope, remove curse
7thaura of life, death ward
9thdispel evil and good, mass cure wounds

Proficiency Modifications

Beginning at 1st level you lose all your armor and weapon proficiencies, you cannot gain any weapon or armor Proficiencies, and you lose the ability to prepare damaging spells. However, you gain proficiency with all saving throws.

Defense of the Peaceful

Starting at 1st level, you become incredibly difficult to strike when you lack weapons. When you are wielding no weapons, wearing no armor, and not carrying a shield, your armor class is equal to 11 + your Wisdom modifier + your Charisma modifier.

Channel Divinity: Peaceful Charm

At 2nd level, when you cast charm person, you can expend your Channel Divinity to impose disadvantage on the save, and if the creature is charmed, it cannot willingly cause another creature harm for the duration.

Channel Divinity: Foster Calmness

Starting at 6th level, when you roll initiative, you can use your reaction to impose disadvantage on every initiative roll, using your Channel Divinity. If every creature rolls a number below your proficiency bonus + your Wisdom modifier (minimum of 2) on the d20, combat does not start. Instead, every hostile creature's attitude instead changes to indifferent.

Holy Shield

Beginning at 8th level, your energy of peace extends out even to your enemies. While wielding no weapons, wearing no armor, and not carrying a shield, you can use your reaction to reduce the damage dealt by a creature you can see within 60 feet of you by 1d8. When you reach 14th level, the reduction increases to 2d8, and you can choose to instead apply a 1d8 penalty to a creature's attack roll.

Pacifist's Rage

When you reach 17th level, you can release the rage that you are forced to bottle up, in a burst of power. As an action, you can force any number of creatures of your choice within 30 feet of you to make a Charisma saving throw against your cleric spell save DC. On a failed save, a creature takes 30d6 psychic damage. On a successful save, it takes half as much damage. Then, you are stunned for a number of rounds equal to your Wisdom modifier, and you cannot benefit from any of your divine domain features until you finish a long rest. When you do this, you also expend all remaining uses of your Channel Divinity. In addition, any spells or conditions affecting you immediately end.


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gollark: Does that break the shield?
gollark: If you put it in the overworld it just flies off to what I assume is where it would live if it was in the End.
gollark: You can't really see it because it's a still image, but the guardian is frozen in place and can be moved via spatial IO.
gollark: Fear it.
gollark: I think the implications are obvious.
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