The stars of Pash-Mara
Gods of the grave watch over the line betweenlife and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas,
the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them duehomage. Followers of these deities seek to putrestless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.
Grave Domain Spells
Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead
When you choose this domain at 1st level, yougain proficiency with heavy armor.
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
Eyes of the Grave
Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating. Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channe lDivinity to mark another creature’s life force fo rtermination. As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.
Sentinel at Death’s Door
Starting at 6th level, you gain the ability to impede death’s progress. As a reaction when you
or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical
hit are canceled. Once you use this feature, you can’t use it again until you finish a short or long rest.
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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
Keeper of Souls
At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.