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Humankind Domain

Clerics of the Humankind Domain serve the God of Humanity, aiming to eliminate non-human races and establish human supremacy. They possess unique abilities such as dealing extra radiant damage to non-humans, restraining them with divine energy, and gaining multiple attacks against them. Their ultimate power allows them to inflict massive radiant damage and blindness on non-human creatures within a certain range.

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Pedro Marelli
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0% found this document useful (0 votes)
22 views2 pages

Humankind Domain

Clerics of the Humankind Domain serve the God of Humanity, aiming to eliminate non-human races and establish human supremacy. They possess unique abilities such as dealing extra radiant damage to non-humans, restraining them with divine energy, and gaining multiple attacks against them. Their ultimate power allows them to inflict massive radiant damage and blindness on non-human creatures within a certain range.

Uploaded by

Pedro Marelli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

Humankind Domain

Clerics of the Humankind Domain are devoted to the God of Humanity, a deity that
proclaims itself as the creator and sole benefactor of the human race. These clerics are
zealous crusaders, seeking to purify the world of non-human races and establish a
realm where humanity reigns supreme. They wield martial weapons with divine fervor,
clad in heavy armor, and their faith grants them the power to strike down those they
consider to be a blight upon the world.

Humankind Domain Features

Domain Spells

Cleric Level Spells


1st Command, Snaring Strike
3rd Hold Person, Mirror Image
5th Fear, Haste
Dominate Beast, Sickening
7th
Radiance
9th Dominate Person, Wall of Force

Purification Tools

When you choose this domain at 1st level, you gain proficiency with martial weapons
and heavy armor. You can use your Wisdom modifier, instead of Strength or Dexterity,
for attack and damage rolls when wielding a weapon you are proficient with.
Additionally, you can use Wisdom instead of Strength to determine whether you meet
the Strength requirement for heavy armor.

Non-Human Purge
At 1st level, you gain the ability to channel your divine energy into your weapons. When
you hit a creature with a weapon attack, you can cause the attack to deal extra radiant
damage equal to your Wisdom modifier. If the target is not a human, the extra damage
is doubled.

Channel Divinity: Mass Incarceration


Starting at 2nd level, you can use your Channel Divinity to assert human dominance
over others. As an action, you present your holy symbol, and each non-human creature
of your choice within 30 feet of you must make a Wisdom saving throw. On a failed
save, the creature is restrained in ethereal cages for 1 minute. While restrained in this
way, the creature's speed is 0, and it can't benefit from any bonus to its speed.
Additionally, the creature cannot teleport or travel between planes. The restrained
creature can use its action to make another Wisdom saving throw, freeing itself on a
success.

Purebred superiority

Beginning at 6th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn. Additionally, you can grant yourself advantage on attack
rolls against non-human creatures a number of times equal to your Wisdom modifier
(minimum of once). You regain all uses of this feature when you finish a long rest.

Pest Purification

At 8th level, you gain the Divine Strike feature. You can 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. When you reach
14th level, the extra damage increases to 2d8.

Final Solution

Starting at 17th level, you can use your action to channel the ultimate power of your
deity, purging non-human creatures from your vicinity. All non-human creatures of your
choice within 60 feet of you must make a Constitution saving throw. On a failed save, a
creature takes 10d10 radiant damage and is blinded for 1 minute. On a successful
save, it takes half as much damage and isn't blinded. If a creature dies as a result of this
damage, its body turns to dust. Once you use this feature, you can't use it again until
you finish a long rest.

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