The stars of Pash-Mara
Violence and suffering have many gods and
even more worshippers, but those who
dedicate themselves to the noble gods of
peace find serenity and joy in their service.
Clerics of these gods seek to end wars and
conflicts, reform criminals, and halt the work
of foul fiends and the living dead who disturb
the peace of the world by their very nature.
Peace Domain Spells
Cleric level Spells
1st animal friendship, sanctuary
3rd calm emotions, spiritual weapon
5th beacon of hope, create food and water
7th aura of life, Otiluke’s resilient sphere
9th commune, wall of force
Pursuit of Peace
At 1st level, you learn to speak the tenets of your faith to
incredible effect. You gain proficiency in the Persuasion and
Religion skills, and you add twice your proficiency modifier to
checks made with them. You can choose to use your Wisdom
modifier instead of your Charisma modifier for these skills.
Vow of Pacifism
Also at 1st level, you take an oath to avoid violence against
other creatures. Whenever you finish a long rest, you gain the
Your AC increases by your Wisdom modifier, and attacks
against you are made with disadvantage.
You have advantage on all saving throws.
You are immune to the frightened condition.
Whenever you inflict damage on a creature or perform an
action that inflicts a condition other than charmed or
frightened on a hostile target, you lose these benefits. This
vow does not apply to non-sentient plants or constructs.
Channel Divinity: Treaty
At 2nd level, your deity can intervene through you. As an
action, you can use your Channel Divinity feature to evoke a
wave of preserving energy. Creatures within a 60-foot radius
other than you must make a Charisma saving. If they fail, they
cannot make attacks, inflict damage, or be harmed by another
creature while you maintain concentration on this effect.
Creatures can choose to fail this saving throw.
Protect the Innocent
At 6th level, your god gives you the ability to end the terrible
violence around you. Whenever you witness a hostile action,
you can use your reaction to intervene. The creature
performing the action must make a Charisma saving throw
against your cleric spell save DC. If they fail, they are
paralyzed until the start of your next turn. This reaction does
not break your vow. You can use this reaction three times,
and these uses recover whenever you finish a short or long
At 8th level, your god grants you special dispensation from
your vow. Your Destroy Undead feature no longer affects your
vow, and your Turn Undead and Destroy Undead features
also affect fiends and other creatures that are universally evil
in alignment and tied to one of the Lower Planes.
At 17th level, your god’s will for the enforcement of peace is
absolute. While your vow is in effect, any creature that deals
damage to you must make a Charisma saving throw against
your cleric spell save DC or be stunned until the start of your
Whenever you use Treaty, creatures that fail their saving
throw are also charmed by you.
Whenever you use Protect the Innocent, the creature
performing the hostile action is automatically affected by
Treaty if they fail their saving throw.
Your vow is no longer broken whenever you inflict damage
or hostile conditions on undead, fiends, or other creatures of
the Lower Planes.
Finally, you learn the spell mass suggestion, it does not
count against your spells known, and it is a cleric spell for