March 13, 2020

Hope Domain

Divine Domain
Comments from the Finger: It's important to remember that dark moments in history are just moments. What's important is that we be good to each other and stay hopeful, even when things get dark. 

Hope Domain

When times grow dire and the evening din seems impenetrable, clerics of the Hope Domain do their resolute work. These clerics of righteous deities don’t stand for a particular cause or solution, but as a reminder that the gods are still watching their flock, that evil is always driven back, and that kindness and mercy, even in the face of calamity is something we should all aspire to.

Hope Domain Spells
Cleric Level Spells
1st bless, healing word
3rd aid, lesser restoration
5th beacon of hope, mass healing word
7th death ward, guardian of faith
9th greater restoration, raise dead

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Student of Optimism
At 1st level, you are immune to being frightened, and friendly creatures within 5 feet of you have advantage on saving throws against being frightened.

Channel Divinity: Avert Disaster
Starting at 2nd level, you can use your Channel Divinity to assuage the worst outcome. As a bonus action, you present your holy symbol and utter a simple prayer. For the next minute, whenever a friendly creature within 120 feet of you rolls a 1 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die, and must use the new result.

Band Together
Starting at 6th level, when a creature within 60 feet of you takes the Help action, you can use your reaction to bless their actions. If the creature is willing and hasn’t used the bonus action on its turn, it can instead perform the Help action as a bonus action.

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Icon of Hope
Starting at 17th level, you can cast the bless spell at will, without using a spell slot and without using your concentration. Additionally, when a creature under the effect of your bless spell is hit by an attack from an attacker you can see, you can use your reaction to add 1d4 to the creature’s AC, potentially causing the attack to miss.


  1. Really nice.
    Avert disaster, while not exactly OP, is certainly no fun for the DM... And I personally wouldn't allow it, simply because I use critical fumbles.

    Icon of Hope (which can bless everyone and everything) reminds me of a very specific cleric:

    1. Critical fumble tables/decks will definitely make Avert Disaster critically unfun for the DM. However, I think for normal play, it's not going to affect the DM's enjoyment too much -- 3s, 4s, and 5s miss pretty much as consistently as 1s, so it's not removing something mathematically huge from the game. However, not rolling a 1 is pretty huge psychologically, so it feels bigger than it actually is.

  2. The holy tenenats:
    "pls rember that wen u feel scare or frigten never forget ttimes wen u feeled happy

    wen day is dark alway rember happy day"


  3. On Icon of Hope, how long is the creature's AC boosted?

  4. Hope is the middle class' excuse to do nothing thinking if something is ignored it will go away and nothing will have to be managed.

  5. Hey you got permission to use that persons commissioned art right?

  6. Hey you got permission to use that persons commissioned art right?

  7. Hey you got permission to use that persons commissioned art right?