Peace Domain

Cleric Domain

Some clerics devote themselves entirely to peace, so much so that they refuse to engage in combat even in their own defense or the defense of others. Such characters rarely find themselves amongst the typically brazen and violent groups of adventurers, but those that do provide an interesting perspective that often results in more reasoned solutions to problems.

Domain Spells

You gain access to the following domain spells at the levels indicated.

Cleric LevelSpells
1stanimal friendship, sanctuary
3rdhold person, warding bond
5thbeacon of hope, tongues
7thdeath ward, Ottiluke's resilient sphere
9thcircle of power, Rary's telepathic bond

Ambassador of Peace

At 1st level, you gain proficiency with any two languages and the Persuasion skill. You lose the proficiency in medium armor and shields granted by the Cleric class.

Aura of Tranquility

At 1st leve, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. In addition you may add your proficiency modifier to all saving throws. If you make an attack or cast a spell that inflicts damage to an enemy creature, this effect ends until you complete a long rest.

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to charm those around you in order to create a temporary truce. As an action, you present your holy symbol and invoke the name of your deity. Each creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage.

Soothing Voice

Starting at 6th level, you become an adept negotiator. You have advantage on Charisma (Persuasion) checks.

Divine Bulwark

At 8th level, any creature within 10 feet of you, including yourself, has resistance against damage. If you make an attack or cast a spell that inflicts damage to an enemy creature, this effect ends until you complete a long rest.

Harmonious Defense

At 17th level, enemies have disadvantage on attack rolls against you. If you make an attack or cast a spell that inflicts damage to an enemy creature, this effect ends until you complete a long rest.