Community Domain

Deities who govern the domain of community govern the domains of family, camaraderie, and people. They ensure the protection of groups of people, be it from outside or inside forces, so long as these people work together. Clerics who worship this domain are almost never seen working alone, often travelling with other clerics or other adventurers in order to ensure group success and bonding.

Community Domain Spells
Cleric LevelSpells
1stAlarm, Sanctuary
3rdAid, Enhance Ability
5thLeomund's Tiny Hut, Plant Growth
7thDeath Ward, Mordenkainen's Private Sanctum
9thHallow, Rary's Telepathic Bond

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Spells for the People

Also at 1st level, your magic can affect many of your allies at once. Whenever you target a friendly creature through a 1st level spell or spells from your domain spell list, you can target one additional creature, so long as they are within range.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses after a long rest.

Channel Divinity: Stand Together

Starting at 2nd level, you can use your Channel Divinity to empower your allies when they work together.

As an action, you present your holy symbol, manifesting a sphere of camaraderie around you. This sphere is centered around you, has a 20-foot radius, and provides the following benefits to friendly creatures (including you) who are within 10 feet of another friendly creature:

This aura lasts for 1 minute, or until you are incapacitated or die.

Channel Divinity: Sharing the Burden

At 6th level, you can aid your friends in time of danger by dimming their pain. When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a willing creature you can see to split the pain. Both creatures take half the damage dealt. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Together We Stand

At 17th level, you can summon your community to you to face the odds together. Friendly creatures gains a +1 bonus to their Armor Class and saving throws when they are within 5 feet of you.

Additionally, as an action, choose a number of willing creatures equal to your Wisdom modifier. If they are on the same plane of existence as you, they teleport to an unoccupied space within 10 feet of you.

Once you have used this feature, you can't use it again until you finish a long rest.