Simplicity Domain (5e Subclass)
Simplicity Domain
Many warriors throughout the planes seek to be as varied in talents as possible, believing the path to victory lies in drawing from multiple classes of power, performing feats of intellectual or physical wonder, and attuning to items of magical import. But other schools of thought dictate that the ideal self is a simple one. These people believe that power and wisdom are gained through shedding attachments to clumsy tools and mystifying enchantments. That a jack of all trades can truly only ever be a master of none. That a virtuous life is lived pure and simple.
Religions which preach this philosophy are likely to have clerics in the Simplicity Domain. Such clerics offer a message that both inner peace and outer strength await an austere, spiritual person. These aren't empty words; these clerics have a power that is uncomplicated, but great. They sacrifice flexibility on the battlefield for more reliable spellcasting.
A heroic cleric of this domain is likely to be deeply spiritual, averse to deception, and straightforwardly kind to everyone they meet. On the other hand, when taken to its negative extreme, this domain is characterized by the destruction of property and the condemnation of the unnatural. An abusive Simplicity tradition may command its followers to place themselves in danger for the sake of not straying from their paths, or may require that its clerics learn thorn whip for rituals of self-flagellation.
Players may think of the Jedi, forbidden from attachments and discouraged from any form of ground combat other than manipulating the Force or channeling it through a lightsaber. A fictional setting that works very well for the Simplicity Domain is the Magic: The Gathering plane of Muraganda, where having fewer abilities leads directly to greater strength. Old gods associated with druidic magic may also have devoted clerics in this domain.
Cleric Level | Spells |
---|---|
1st | healing word, magic missile |
3rd | aid, shatter |
5th | dispel magic, haste |
7th | blight, stone shape |
9th | destructive wave[1], passwall |
- Bonus Cantrip
When you select this domain at 1st level, you learn an extra cantrip from the Druid spell list. This counts as a cleric spell for you, and doesn't count against your number of known cantrips.
- Purity of the Spellcaster
As long as you aren't wielding a weapon, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, instead of making an opportunity attack.
Channel Divinity: Feat of Magic
Starting at 2nd level, when you make a spell attack roll or a Constitution saving throw to maintain concentration on a spell, 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 DM says whether the roll succeeds or fails.
- Unassailable Self
Starting at 6th level, as long as you aren’t wearing armor and aren't wielding a shield, your armor class is equal to 10 + your Dexterity modifier + your Wisdom modifier.
- Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
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- p.231 Player's Handbook