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  • Writer's picturetroodon135

Cleric Domains: Freedom and Harvest

I made these as part of an ongoing rework of the mythological pantheons presented in the back of the Player's Handbook. Some of the choices Wizards made are just bizarre (Sif as a war goddess???) and I felt a few more domains were needed to capture the breadth of the real mythical deities. These are the first two of five such domains I have planned. Like my other player character options these are still playtest versions and may be adjusted for balance in the future.

Freedom Domain

Gods of freedom—such as Dionysus, Hermes, Loki, and Skadi—are independent spirits which refuse to be tied down by the constraints of society and laws. As such, they are usually chaotic in alignment, though there are some exceptions. These deities can be fickle and even dangerous, but are often turned to by the downtrodden as an escape from oppression and despair. Freedom domain clerics are a varied lot; some seek to inspire change and justice in the world, while others simply wish to be free from any restraints—sometimes even those imposed by moral boundaries.


Fleet of Foot: At 1st level your base movement speed increases by 5 ft.

Agile Attacks: Starting at 1st level, you can attack in rapid succession. When wielding a light melee weapon, you may make an additional attack as a bonus action after you use your action to attack with the weapon. This functions as if you were wielding another light weapon in your off-hand, but you may use your off-hand for another purpose. Like when fighting with two weapons, you do not add your ability bonus to the damage of the second attack.

Channel Divinity: Freedom’s Cry: At 2nd level your voice casts off shackles restraining both mind and body. As an action you can allow all allied creatures within 30 ft. to make a new save against a single continuing effect which bestows the charmed, frightened, grappled, or restrained conditions.

Liberated Mind: At 6th level your mind is free from the constraints of conventional thinking. You gain advantage on rolls made to recall secret, countercultural, or heretical knowledge. In addition, when making your daily preparations, you can choose to prepare one spell that is not on the cleric spell list. This spell must be at least one level lower than the highest-level spell that you can cast.

Evasion: At 8th level you are able to evade area attacks. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Uninhibited: Starting at 17th level you are nearly impossible to hold down. You gain immunity to the grappled condition and have advantage on saving throws against effects that bestow the charmed or restrained conditions. You can escape from nonmagical restraints by spending 5 ft. of movement.

Harvest Domain

While domain over the harvest is often seen as a domestic, mundane affair, gods of the harvest—such as Demeter, Kronos, and Sif—often wield extreme power over the lives of mortals. These deities control not just the primary source of mortal sustenance but the very seasons themselves, and their whims can cause prosperity and ruin in equal measure. As such, clerics of the harvest domain are in high demand in many communities, especially in rural regions which rely on crops both for food and export. While many such clerics settle down and enjoy their positions of privilege and comfort, others are struck with the need to wander with the seasons, bringing the gifts and rebukes of their deities to lands far and wide.


Extra Proficiencies: At 1st level you gain proficiency with martial weapons and herbalism kits.

Channel Divinity: Season’s Wrath: Starting at 2nd level you can unleash the power of the seasons on your foes.

As an action, a powerful wind emanates from you, affecting a number of creatures within 30 ft. equal to your Wisdom modifier. Affected creatures must make a Wisdom saving throw against your Cleric spell DC. Those that fail take damage equal to your Wisdom modifier and suffer an additional effect. On a successful save the creature takes half damage and suffers no effect. The type of damage and the additional effect are determined by the current season. Tropical regions are always considered to be in summer for the effects of this feature. If you are in a plane or location without seasons, roll 1d4 and consult the Season’s Wrath table to determine the effect.

Equinox: Starting at 6th level, when you or a creature within 30 feet of you takes necrotic or radiant damage, you can use your reaction to grant resistance to the creature against that instance of the damage. In addition, when you deal radiant or necrotic damage with a spell or other attack, you can choose to change half of the damage to the opposite damage type (necrotic if the spell deals radiant damage, radiant if the spell deals necrotic damage.)

Reap What is Sown: Starting at 8th level, when you heal damage with a spell you add 1d4 points of necrotic damage for each level of the healing spell to your next attack, provided the attack is made within one minute of the casting. At 14th level this damage increases to 1d6.

Feast or Famine: At 17th level the bounty of the harvest is yours to provide or withhold. As a reaction in response to an effect not created by you that heals hit point damage within 30 ft., you can choose to either maximize or minimize the amount of hit points healed. You can use this feature a number of times equal to two plus your Wisdom modifier, after which you cannot use it again until you take a long rest.

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