Domain of the Moon

A Cleric Domain of Deimos, god of death, that senses the undead, doubles the next hit on a cursed target, downgrades critical hits and heals allies from kills.

Identity

The Domain of the Moon is the Cleric Domain of Deimos, who watches the Plane of Oblivion where the dead are guided and judged. Moon clergy hold the near side of that passage: they wash the body, record the name, and stand the vigil that keeps a death from becoming a haunting and a grave from becoming a resource. They serve the whole cycle and are as hostile to a raised corpse as any Paladin, on the grounds that undeath is a body kept from its appointment. Creed mortuaries, barrow-wardens and frontier settlements where the nearest ordained anyone is also the gravedigger employ them.

Features

  • L3 Death Rites

    Domain Spells. You always have the following spells prepared, and they do not count against the number of spells you can prepare each day: Cantrips: Grasp, Ember 1st level: Beam 2nd level: Veil, Dazzle 3rd level: Counter 4th level: Transfusion 5th level: Raise Dead You can cast each one once you can cast spells of its level. Sense the Disturbed. As an action, you open your senses to the undead and to lingering souls. For 1 minute, you know the location of each undead creature and unquiet spirit within 60 feet that is not behind total cover, and you know its general type (skeletal, ghostly, necrotic construct and so on) but not its specific identity. Spell Divinity: Path to the Grave. As an action, you curse one creature you can see within 30 feet. The creature gets no saving throw against the curse. The next time any creature hits the cursed target with an attack, the damage that attack deals to the target is doubled and the curse ends. Splash damage, damage to other creatures and rider effects are not doubled. The curse also ends if the target is not hit within 1 minute or if you use this option again first.

  • L7 Critical Ward

    When you or an ally you can see within 30 feet of you is hit by a critical hit, you can use your reaction to turn it into a normal hit. All damage and effects of the attack apply as if it had been a normal hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can use it on yourself even if the attack would reduce you to 0 hit points. It does not prevent the attack's damage, only the critical-hit doubling.

  • L11 Spell Divinity: Eyes of the Moon

    As an action, you open your sight to the dead. For 1 minute, you know the exact location of each undead creature, unquiet spirit and ongoing necromantic effect within 60 feet of you, even through total cover, and you know the type of each, as with Sense the Disturbed. During this time, you can use a bonus action to identify the specific creature type or named undead of one such entity if you have knowledge of it. The GM can call for an Intelligence (Religion) check against a set DC for obscure or unique entities.

  • L15 Keeper of Souls

    When a hostile creature you can see within 60 feet of you is reduced to 0 hit points, you collect a fragment of its spirit. As a free action, you can distribute hit points among any allies within 60 feet of you, yourself included, in a total equal to the creature's Power Rating or level (minimum 1, maximum your Cleric level), divided as you choose. No ally can be brought above its hit point maximum. You can use this feature once per turn, and you must distribute the hit points before the next creature in the initiative order acts.

  • L18 Avatar of Deimos Capstone

    Once per long rest, as a bonus action, you assume the Grave-Avatar Form for 1 minute. While in this form, critical hits against you and against allies within 30 feet of you who can see you become normal hits. This aura applies before Critical Ward, so Critical Ward uses are not expended against those hits. At the start of each of your turns, you choose one ally within 30 feet of you, and that ally regains 2d8 + your Wisdom modifier hit points. You cannot choose the same ally on consecutive turns. Undead creatures within 30 feet of you have disadvantage on attack rolls against you and your allies, and you have resistance to necrotic damage. The form ends early if you fall Unconscious or end it as a free action.