Civilization domain

Gods of Civilization —including Amaunator, Erastil,
and Athena— concern themselves with the ideals
of communities and laws. They oversee the
construction of towns, cities, and empires. Devouts of
Civilization are leaders of small villages and sprawling
metropolises, they are pioneers and settlers, taming the
wilds in the name of order and society. Whether grand
cathedrals or humble abbies, the gathering places
of followers of Civilization gods tend to become the
centers of communities.
Civilization Domain Spells
Lvl Spells
lvl 1 comprehend languages, sanctuary
lvl 3 suggestion, warding bond
lvl 5 beacon of hope, Leomund’s tiny hut
lvl 7 fabricate, guardian of faith
lvl 9 commune with civilization, hallow

Bonus Proficiencies
At 1st level, you gain proficiency in martial weapons,
as well as two tools of your choice. You also gain
proficiency in one of the following skills of your choice:
Persuasion, Investigation, or History.

Divine Cartography
Starting at 1st level, you are able to sense the auras
of nations and empires. You are innately aware of the
ruling nation of the land you are in, its government type,
and its leader. As an action, you are able to discern the
direction and distance of the nearest settlement.

Channel Divinity: Flagbearer
Starting at 2nd level, you carry the flag of your
civilization wherever you go, exerting and expanding
the influence of your culture in any environment.
As an action, you can use your Channel Divinity to
conjure a Divine Banner in an unoccupied space within
5 feet of you. The Divine Banner is attached to the
ground and cannot be moved without being destroyed.
The Divine Banner bears the flag of your nation,
religion, or personal heraldry. The Divine Banner is
a 10 foot tall Medium object, with hitpoints equal to
your cleric level x 4, and AC equal to your cleric spell
save DC. If you summon a Divine Banner while you
already have one active, the first banner summoned is
destroyed.
When you place a Divine Banner, you choose one of
the following effects. Unless otherwise specified, the
Divine Banner lasts for 10 minutes, or until dispelled as
an action.
Hallowed Ground. Friendly creatures within 15 feet
of the Divine Banner gain the effects of bless. Undead
within 30 feet have disadvantage on saving throws
against Turn Undead.
Rally Point. All friendly creatures that can see the
Divine Banner can move up to their speed towards it as
a bonus action, and attacks of opportunity provoked by
this movement have disadvantage.
Resilience. All friendly creatures within 30 feet of the
Divine Banner have advantage on saving throws that
they are proficient with.

Shared Burden
At 6th level, when a friendly creature within 30 feet of
you takes damage, you can use your reaction to cause
them to instead take half as much damage. After the
target takes the damage, you take the same amount of
damage, which can’t be reduced or prevented in any
way. If the target has damage altering features such
as resistance or vulnerability, these are applied to the
damage before you use your reaction. You can use this
ability a number of times equal to 1 + your Wisdom
modifier. When you finish a long rest, you regain all
expended uses.

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.

Bannerlord
Starting at 17th, your Divine Banner gains increased
power and new abilities.
Your Divine Banner gains immunity against radiant
damage, and damage from non-magical weapons. You
also gain the following Divine Banner ability options:
Colonization. The Divine Banner lasts for 12 hours.
After 30 minutes, the Divine Banner becomes a portal
to a Mordekainen’s magnificent mansion. If the Divine
Banner takes any damage during these 30 minutes, it is
destroyed.
Final Stand. All friendly creatures within 30 feet of
the Divine Banner have advantage on all attack rolls,
ability checks, and saving throws. This effect lasts for a
number of rounds equal to your Wisdom modifier. Once
the effect is over, all allies affected have disadvantage
on all attack rolls, ability checks, and saving throws for
7 days. Once you have used this ability, you cannot use
it again for 30 days.
Resistance. Choose a damage type. All friendly
creatures that can see the Divine Banner have
resistance against that damage type.
Cleric

Civilization domain

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