Vestige Domain

Vestiges are deities who have lost nearly all their worshipers and are considered dead, from a mortal perspective. Clerics who take up the cause of a vestigial god interact with their deity on a more personal level, creating a synergistic bond. A vestige who grants what little power remains to a cleric will often tie strings to such a bond, requiring the cleric to actively preach and recruit new followers. In return for their service the Cleric is the sole conduit of the Vestiges knowledge and power.

Vestige Domain Spells:

Level Spells 1st Armor of Agathys, Heroism 3rd Enthrall, Find Steed 5th Aura of Vitality, Beacon of Hope 7th Banishment, Sickening Radiance 9th Circle of Power, Geas

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in the persuasion skill and one other skill, tool, armor, weapon, or language proficiency of your choice.

Preach

Also starting at 1st level, your provocative teachings catch the ears of those around you. You can spend at least 10 minutes preaching the blessings of your god. When you do so, choose a number of humanoids you can see and that can see and hear you within 60 feet of you, up to a number equal to your persuasion bonus. You gain advantage on persuasion checks to recruit those humanoids.

Channel Divinity: Manifestation of Power

Starting at 2nd level, you can use your Channel Divinity to bolster yourself in combat. When you use your channel divinity, you gain three divine inspiration dice to fuel your abilities, the strength of which depends on your level and number of followers. These dice last for 10 minutes.

Will to Live : As a bonus action, you can spend one divine inspiration dice to heal a creature within 30ft. The creature regains hit points equal to the value of the divine inspiration dice roll plus your wisdom modifier.

: As a bonus action, you can spend one divine inspiration dice to heal a creature within 30ft. The creature regains hit points equal to the value of the divine inspiration dice roll plus your wisdom modifier. Empowered Spell : When you deal damage with a spell, you can spend one divine inspiration dice to add bonus damage of the same type as the spell. The bonus equals the value of the divine inspiration dice roll.

: When you deal damage with a spell, you can spend one divine inspiration dice to add bonus damage of the same type as the spell. The bonus equals the value of the divine inspiration dice roll. Able Bodied: When you make an ability check or saving throw, you can spend one divine inspiration dice and add the result to the roll. You can choose to spend one of your divine inspiration dice after you roll the die, but before the outcome is determined.

Level & Suggested Followers Divine Inspiration Dice 1st: 1-100 1d6 5th: 101-500 1d8 10th: 501-1000 1d10 15th: 1001+ 1d12

Beginning at 5th level, you begin to develop a network of disciples who may preach on your behalf. You can have a number of disciples up to half your cleric level. You can only recruit followers once per day in this manner.

Evangelist

Beginning at 6th level, your divine presence enthralls those around you. As an action, you can choose a number of humanoids within 30 feet who can see you, up to your charisma modifier. Each humanoid must succeed on a wisdom saving throw against your spell save DC or be charmed by you. A humanoid who is charmed by you in this way believes your words to be true and will follow you adoringly. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Potent Spellcasting

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

Divine Avatar

Starting at 17th level, When you use your Channel Divinity: Manifestation of Power, you can choose to empower yourself, becoming a divine avatar of your vestige. While in the Divine Avatar form, the effect of your divine inspiration dice increases by 1d12 and you gain a 30ft aura. Allies within the aura are immune to the frightened and charmed conditions. Additionally, allies within the aura when you enter the Divine Avatar form gain temporary hit points equal to your cleric level. Once you use this empowered version of your Channel Divinity you can't use it again until you finish a long rest.