Legends of Tolria
The Galactic Game

Subclass Compendium · Cleric

Domain of Grave

A cleric domain for the keepers of the final rest — distinct from Death; Grave-clerics preserve the boundary between living and dead, conduct dignified funerals, and oppose all forms of undeath.

Identity

Grave-clerics do not serve decay; they serve the line. The line that separates the living from the dead, the buried from the disturbed, the rest that was earned from the unrest that was inflicted. They oppose undeath in all its forms — necrotic constructs, Ether-bound revenants, the long-lived parasitic shades that haunt Drownside crypt-shafts. They also officiate funerals with extraordinary tenderness. The dignified end is their sacrament; the disturbed grave is their enemy.

Features

  • L3 Vows of the Final Rest

    **Domain Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • 1st level: **Etheric Hand**, **Spark** • 3rd level: **Veil**, **Sun's Touch** • 5th level: **Counter**, **Searing Light** (You may cast each from your domain preparation when you can normally cast a channel of that level.) **Sense the Disturbed.** As an action, you can open your senses to undeath and lingering souls. For the next 1 minute, you know the location of any undead creature or unquiet spirit within 60 ft that is not behind total cover, and you know the creature's general type (skeletal, ghostly, necrotic-construct, etc.) but not its specific identity or stat block. **Channel Divinity: Path to the Grave.** As an action, you curse one creature you can see within 30 ft. The creature has no save against the marking itself. The next time any creature hits the cursed target with an attack, the damage of that attack is doubled (against the target only — splash damage, area damage to other creatures, and rider effects are unaffected), and the curse then ends. The curse ends without effect if the target is not hit by an attack within 1 minute, or if you use this Channel Divinity again before then. This is a Channel Divinity option.

  • L7 Sentinel at Death's Door

    When you or an ally you can see within 30 ft of you is hit by a critical hit, you may use your reaction to reduce the attack to a normal hit. All damage and effects of the attack apply as if it had been a normal hit, not a critical. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. You may use this feature on yourself even if you would be reduced to 0 HP by the attack; doing so does not prevent the damage, only the critical-hit doubling.

  • L11 Channel Divinity: Eyes of the Grave

    As an action, you open the sight that registers the dead. For the next 1 minute, you know the precise location of every undead creature, unquiet spirit, and ongoing necromantic effect within 60 ft of you, even through total cover, and you know the type of each (as **Sense the Disturbed**, but with full precision). In addition, you may use your bonus action on a turn during this period to identify the specific creature-type or named undead of one such entity if you have knowledge of it (an INT (Religion) check against a GM-set DC may be required for obscure or unique entities). This is a Channel Divinity option.

  • L15 Keeper of Souls

    When a hostile creature within 60 ft of you that you can see is reduced to 0 HP, you collect a fragment of its passing spirit. As a free response, you may distribute hit points among any allies (including yourself) within 60 ft of you equal to the hostile creature's CR or level (minimum 1, maximum equal to your Cleric level), divided however you choose; no ally may be brought above their HP maximum. You may use this feature once per turn. The HP allocation must be made before the next creature in the initiative order acts.

  • L18 Avatar of the Grave

    Once per long rest, as a bonus action, you assume the **Grave-Avatar Form** for 1 minute. While in this form: critical hits against you and against allies within 30 ft of you who can see you become normal hits (this stacks with **Sentinel at Death's Door** only to the extent that this feature applies first; **Sentinel** uses are not expended by this aura); at the start of each of your turns, choose one ally within 30 ft of you — that ally regains 2d8 + your WIS modifier HP (the same ally cannot be chosen on consecutive turns); undead creatures within 30 ft of you have disadvantage on attack rolls against you and your allies; and you have resistance to necrotic damage. The form ends early if you fall unconscious or end it as a free action.