Purity Domain

Gods of Purity, often heralding the aspects of innocence, youth, and good, emphasize the importance of spiritual clarity, abhorring sin and vice. Clerics of purity often belong to an order of sworn monks or nuns, shunning normal mortal pleasures for hours of prayer and service. Often depicted as youthful and breathtakingly beautiful, gods and goddesses of Purity include Astraea, Februus, Lakshmi, and Artemis, among others. Healing, light, and life as well as protection and the warding away of evil are all heavily associated with Purity, and their gods may claim influence over this domain also.

Purity Domain Spells

Cleric Level Spells 1st protection from evil and good, mage armor 3rd *enhance ability, fade** 5th wind wall, magic circle 7th freedom of movement, aura of purity 9th circle of power, hold monster

*Found below.

Purify

When you choose this domain at 1st level, you learn the sacred flame cantrip. If you already know sacred flame, you may learn another cleric cantrip instead.

Pure Faith

Also at 1st level, when you are targeted by a spell or attack that requires an attack roll, you can use your reaction to force the source of that spell or attack to make a Wisdom save if they are within 30 feet of you. On a fail, they take 2d8 radiant damage if they carry out the spell or attack, or may choose another target.

On a success, they take no damage.

You may use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses after completing a long rest.

Channel Divinity: Exorcism

Starting at 2nd level, you can use your Channel Divinity to drive away your foes with the grace of your god. As an action, you present your holy symbol, and choose a target within 30 feet, forcing it to roll a Wisdom saving throw. If the target is an undead or fiend, it makes the save with disadvantage. If it fails, it takes 2d10 radiant damage and can't willingly move towards you during it's next turn. Additionally, if the target is charmed or possessed, the effect charming or possessing it ends.

Channel Divinity: Enforce Contrition

Starting at 6th level, when you take damage from a hostile source, you may use you Channel Divinity to force the source of it into penance for it's actions.

As a reaction after taking damage, target the source of that damage, if they are within 60 feet. They must make a Wisdom saving throw, prostrating themselves on the ground on a failed save, becoming prone and reducing their speed to 0. They may repeat this saving throw at the start of each of their turns. You must concentrate on this effect as if it was a spell. This effect does not work on inanimate hazards such as traps.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Living Saint

At 17th level, your strict upholding of the ideals of purity have imbued you with their blessing. You are under effects similar to the sanctuary spell, permanently, however; if you make an attack roll or deal damage other than radiant, the effects pause until you finish a long rest, which you spend a portion of in contemplative prayer.

Fade

2nd-level transmutation

Casting Time: 1 action

1 action Range: Self

Self Components: S, M (bone meal)

S, M (bone meal) Duration: Concentration, up to 1 minute You push yourself past physical limits to reside in both the Ethereal Plane and the Material one at once. All nonmagical weapon attacks made against you are made with disadvantage, and you have advantage on Stealth checks.