Grave Domain

Grave Domain

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.

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

Bonus Proficiency

When you choose this domain at 1st level, you
gain proficiency with heavy armor.

Circle of Mortality

At 1st level, you gain the ability to manipulate
the line between life and death. When you cast a
spell that restores hit points to a living creature
currently at 0, treat any dice rolled to determine
the spell’s healing as having rolled their
maximum result. In addition, if you have the
spare the dying cantrip, you can cast it as a bonus

Eyes of the Grave

Starting at 1st level, you gain an innate sense of
creatures whose existence is an insult to the
natural cycle of life. If you spend 1 minute in
uninterrupted contemplation, you can determine
the presence and nature of undead creatures in
the area. This detection extends up to 1 mile in
all directions. You learn the number of undead
and their distance and direction from you. In
addition, you learn the creature type of the
undead in that area that has the highest
challenge rating.
Once you use this feature, you can’t use it again
until you finish a long rest.

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel
Divinity to mark another creature’s life force for
As an action, you touch a creature. The next
time that creature takes damage from a spell or
an attack from you or an ally, it is vulnerable to
that spell or attack’s damage. If the source of
damage has multiple damage types, the creature
is vulnerable to all of them. The vulnerability
applies only to the first time that source inflicts
damage, and then ends.
If the creature has resistance or is immune to
the damage, it instead loses its resistance or
immunity against that spell or attack when it
first applies damage.

Sentinel at Death’s Door

Starting 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.
Once you use this feature, you can’t use it again
until you finish a short or long rest.

Divine Strike

At 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each
of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal
an extra 1d8 necrotic damage. When you reach
14th level, the extra damage increases to 2d8.

Keeper of Souls

At 17th level, you gain the ability to manipulate
the boundary between life and death. 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 as long as you aren’t incapacitated, but
no more than once per round.

Grave Domain

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