Peace Domain

Peace Domain Spells
Cleric Level Spells
1st charm person, sleep
3rd calm emotions, suggestion
5th fear, hypnotic pattern
7th compulsion, otiluke’s resilient sphere
9th hold monster, wall of force

Acolyte of Peace

At 1st level, you gain the friends cantrip if you don’t already know it. You also gain proficiency in the Persuasion skill.
When you cast the friends cantrip, the target no longer realizes that you used magic to influence its mood, and therefore does not automatically become hostile to you.

Channel Divinity: Cease Conflict

Starting at 2nd level, you can use your Channel Divinity to diffuse a situation.
As an action, you present your holy symbol and evoke calming energy to hostile creatures. Each hostile creature within 30 feet of you must make a Wisdom saving throw. On a failed saving throw, a creature becomes indifferent towards creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. Even if some creatures succeed on the saving throw, they may still cease hostilities if many of their allies failed the saving throw, unless the DM rules otherwise.

Aura of Sanctuary

At 6th level, you can cease attacks against you as long as you can cease your own. At the end of every long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal).

Potent Miracles

At level 8, when you cast a healing spell on a creature, they gain the effects of shield of faith for 1 minute.

Avatar of Pacification

At 17th level, you can cast the command spell as a 1st level spell without expending a spell slot. When you cast the spell in this manner, the target has disadvantage on the saving throw.

Peace Domain

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