The Homebrewery

Divine Domains

Yahweh said to Moses, "Pharaoh won't listen to you, that my wonders may be multiplied in the land of Egypt."

Wrath Domain

Wrath Domain Features

Cleric Level Feature 1st Domain Spells, Bonus Proficiencies, Stone Shell 2nd Channel Divinity: Demonstration of Power 6th Earth Affinity 8th Divine Strike (1d8) 14th Divine Strike (2d8) 17th Soul of Earth

Domain Spells

You gain domain spells at the cleric levels listed in the Wrath Domain Spells table. See the Divine Domain class feature for how domain spells work.

Wrath Domain Spells

Cleric Level Feature 1st command, ray of sickness 3rd darkness, pyrotechnics 5th fear, melf's minute meteors 7th control water, wall of fire 9th contagion, insect plague

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the intimidation and persuasion skill. if you already are proficient with any of these skills you choose a new proficiency from the cleric list for each you know.

Let My People Go

As a reaction when a creature within 30 feet of you is grappled, restrained or held, you may cast the "Freedom of Movement" spell with an increased range of 30 feet. You may do this an amount of times equal to your wisdom modifier before you must finish a long rest.

Channel Divinity: Demonstration of Power

At 2nd level, you can harness the power of your god to create a terrifying miracle. You may select one of the following effects, while the effect is active you and your companions cannot be frightened and have advantage on intimidation checks

You create an area of magical darkness or dim up to a 30 foot radius

You take any nonmagical staff or staff like object and transform it into a Poisonous Snake (PHB 308)

You transmute an area of water up to 10 cubic feet into blood

I am with you

At 6th level, your wrathful spirit grants you new benefits. You cannot be frightened, in addition you have immunity to poison damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the wrath of your god. 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 poison or fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Deliver Us to the Promised Land

When you reach 17th level, you summon any food or water your party may need through divine power while you are traveling. Difficult terrain does not affect your party, nor do effects of extreme heat or cold caused by the natural environment. While within 30 feet of you, your party has advantage on saving throws against disease and poison