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Cleric

Grave

Unlike Death Clerics, Clerics of the Grave Domain are impartial in dealings with life and death and the line between the two. They carefully choose who lives and who dies to maintain balance. 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’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.

Deities:

Deity Alignment Symbol
Anubis, god of judgment and deathLNBlack jackal
Arawn, god of life and deathNEBlack star on gray background
Hades, god of the underworldLEBlack ram
Kelemvor, god of the deadLNUpright skeletal arm holding balanced scales
Osiris, god of nature and the underworldLGCrook and flail
Wee Jas, goddess of magic and deathLNRed skull in front of a fireball
Level Prepared Spells
3Bane, False Life, Gentle Repose, Hold Person
5Life Transference, Revify
7Blight, Death Ward
9Antilife Shell, Raise Dead

Subclass Features

Lv 3

Circle of Mortality

You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

You learn the Spare the Dying cantrip, which doesn't count against the number of Cleric cantrips you know. For you, it has a range of 30 ft, and you can cast it as a bonus action.

Path to the Grave

You can use your Channel Divinity to mark another creature’s lifeforce for termination. As an action, you present your Holy Symbol and choose one creature you can see within 30 ft 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.

Domain Spells

Your connection with the divine ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 6

Sentinel at Death's Door

You gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 ft of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your WIS modifier (Minimum 1) per long rest.

Shepherd of the Dead

Undead naturally seek you out to end their unnatural existence. Undead have disadvantage on attacking you and depending on the discretion of the DM Neutrally Aligned Undead may seek to aid you in exchange for passage to the next life.

Lv 17

Keeper of Souls

You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 ft of you, you can use your reaction to cause you or one ally of your choice that is within 30 ft of you to regain hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't Incapacitated. Once you use it, you can't do so again until the start of your next turn.

Destroyer of Desecrators

You can turn the power of life against those that would abuse it. Once per long rest you can use your reaction to cause a healing spell to turn on its caster causing damage equal to the hit points that would have been restored.