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Sub Class Grave Domain

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  • Circle of Mortality: (Level 1) At 1st level, 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.
    In addition, 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 feet, and you can cast it as a bonus action. edit delete
  • Eyes of the Grave: (Level 1) At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
    You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. edit delete
  • Channel Divinity: Path to the Grave: (Level 2) Starting at 2nd 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. edit delete
  • Sentinel at Death's Door: (Level 6) At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet 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 Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. edit delete
  • Potent Spellcasting: (Level 8) Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. edit delete
  • Keeper of Souls: (Level 17) At 17th level, 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 feet of you, you or one ally of your choice that is within 30 feet of you regains 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. edit delete
  • Grave Domain Spells: (Level 1) Cleric Level | Spells
    1st | Bane, False Life
    3rd | Gentle Repose, Ray of Enfeeblement
    5th | Revivify, Vampiric Touch
    7th | Blight, Death Ward
    9th | Antilife Shell, Raise Dead edit delete

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Text Level Req'd Hideable Connected to Edit
Circle of Mortality: At 1st level, 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.
In addition, 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 feet, and you can cast it as a bonus action.
1 No Sub Class: Grave Domain delete
Eyes of the Grave: At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
1 No Sub Class: Grave Domain delete
Channel Divinity: Path to the Grave: Starting at 2nd 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.
2 No Sub Class: Grave Domain delete
Sentinel at Death's Door: At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet 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 Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
6 No Sub Class: Grave Domain delete
Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. 8 No Sub Class: Grave Domain delete
Keeper of Souls: At 17th level, 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 feet of you, you or one ally of your choice that is within 30 feet of you regains 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. 17 No Sub Class: Grave Domain delete
Grave Domain Spells: Cleric Level | Spells
1st | Bane, False Life
3rd | Gentle Repose, Ray of Enfeeblement
5th | Revivify, Vampiric Touch
7th | Blight, Death Ward
9th | Antilife Shell, Raise Dead
1 No Sub Class: Grave Domain delete

Modifiers



Modifies Value Reason Level Req'd Connected to Edit