Faith Domain

The Faith Domain is not a unified order as much as it is a philosophy, a way of life. Clerics of all deities may identify with this domain, one which calls for devotion and duty. They take to the roads or the pulpits, seeking to share the word of their faith, whether to spread good or merely to expand their following.

Faith Domain Spells

Cleric Level Spells 1st bless, command 3rd enhance ability, suggestion 5th beacon of hope, leomund's tiny hut 7th aura of purity, guardian of faith 9th geas, mass cure wounds

Preacher and teacher

You must know your material by heart to have any hope of it resonating with your audience. When you choose this domain at 1st level you gain proficiency in the Persuasion and Religion skills.

Your profound knowledge of the divine also allows you to cast cleric spells with the ritual tag as rituals without having them prepared. To do so, you must be at a cleric level that you would be able to cast the spell otherwise.

Channel divinity: Utmost faith

When you reach 2nd level, your deep knowledge of your deity allows you to readily access their teachings. As a bonus action, you raise your holy symbol to your forehead or your heart and gain the ability to cast one Cleric spell of your choice that you do not have prepared. You must not have the spell prepared and it must be of a level for which you have spell slots. Once you cast the spell, you lose the ability to do so and cannot regain it until you complete a long rest.

Roads to truth

At 6th level, your teachings begin to incorporate your deity's many facets and nuances. You learn an additional cleric cantrip of your choice. Any time you complete a long rest, you can choose one of the cleric cantrips you know and replace it with another cleric cantrip.

Of the cloth

Also at 6th level, the strength of your belief can see you through many trials. While you are not wearing any armor, your Armor Class equals 10 + your Wisdom modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Potent spellcasting

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

Dominating will

At 17th level, your conviction in your cause, honed throughout your endeavours, is utterly unflappable. You have advantage on saving throws against enchantment spells and being charmed or frightened. If a creature attempts to frighten you, charm you, or use an enchantment spell on you and you succeed on the saving throw, you may use your reaction to force them to attempt the saving throw as well. On a failure, they are subject to the effect as if you had cast the it until it ends or until they save against it, whichever comes first. For instance, a creature that attempts to charm you may instead become charmed by you through this feature.

Art by Taylor Fischer