TEXT: EN World EN5idEr | Neutral Cleric Domains
   
  writing Walt Ciechanowski
   color art Kim van Deun
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  R
  ather than devote them-
  selves to an aspect of a 
  particular deity, some clerics choose 
  to follow the philosophy and ethics 
  of a particular alignment.
  This article focuses on the three 
  alignments of neutrality—neutral 
  good, neutral evil, and true neu-
  trality—and the clerical domains 
  associated with each.
  Spiritual Alignment
  Neutral Cleric 
  D O M A I N S
  
  Neutral Cleric Domains | EN World EN5idEr
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  Using Alignment Domains 
  with Other Domains
  Alignment domains help strengthen the ties of 
  alignment to a game world and it can be tempting 
  to forego the other domains and make the nine do-
  mains in these “Spiritual Alignment” articles the 
  only ones available to clerics. While this certainly 
  does make clerics paragons of the philosophies 
  that their deities personify, it also has the effect of 
  diminishing the differences between deities that 
  share alignments. A cleric of Belemus, for example, 
  would have the same clerical powers as a cleric of 
  Artemis, even though the former is a god of light 
  and the latter a goddess of life and nature. Shouldn’t 
  they feel distinct from each other?
  The first article in this series answered this ques-
  tion by making alignment an additional domain 
  available to clerics of each deity based on the deity’s 
  alignment; thus clerics of Belemus could choose 
  from the Community (lawful good) and Light do-
  mains while clerics of Artemis could choose from 
  the Community, Life, and Nature domains. There 
  are, however, other options.
  The first option is to allow a cleric of an alignment 
  domain to substitute one or both of their domain 
  spells with those from the other domains of the 
  deity they worship. Thus, a cleric of Belemus could 
  choose two domain spells from the Community or 
  Light domain lists, while a cleric of Artemis could 
  choose their domain spells from the Community, 
  Life, and Nature domain lists. You might also al-
  low the cleric to substitute the damage type of any 
  divine strike abilities with one identified with the 
  deity the cleric worships.
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  The second option is to treat clerics of alignment 
  as separate from clerics of gods; the former are more 
  philosophers than priests and draw their abilities 
  directly from the philosophical path they’ve cho-
  sen rather than any particular deity. Thus, a cleric 
  of community may support followers of Artemis, 
  but they are not her priests and may not necessarily 
  follow her specific teachings. Rather than prayers, 
  such clerics offer “arguments” that impart the wis-
  dom of their chosen path.
  Neutral Philosophies
  Neutral philosophies hold position between the 
  wants and needs of society and the individual. 
  They understand that law and order has its place 
  but prefer to operate within the spirit of the law 
  rather than the letter. They recognize that it’s bet-
  ter to have a society—even if they only intend to 
  exploit it—than live in absolute chaos. That said, 
  neutral adherents won’t hesitate to ignore or even 
  break the law if it gets in the way of personal beliefs 
  or desires. 
  Perhaps paradoxically, neutral philosophies 
  tend to have the most influence on governments 
  when they are forming and adherents of neutral 
  philosophies tend to be amongst the most popular 
  politicians. This is because neutral adherents strive 
  to make new laws and governments reflective of 
  the wishes of the people. There are just enough 
  laws to make people feel safe and secure while not 
  onerous enough to get in their way. Unfortunately, 
  such communities tend to calcify into bureaucratic 
  law or crumble into anarchic chaos over time.
  In places where neutrality holds a minor voice, 
  its adherents advocate for movement away from 
  extremes. Neutral adherents tend to point out the 
  flaws in the codes of lawful societies while encour-
  aging stronger laws in chaotic societies. The neutral 
  good want to see societies better reflect the will of 
  its people, true neutral adherents merely wish to 
  preserve the status quo, and the neutral evil want 
  enough laws to hide behind but not enough to stifle 
  their passions.
  
  EN World EN5idEr | Neutral Cleric Domains
  Integrity Domain 
  (Neutral Good) 
  Clerics of integrity are firm believers in goodness 
  and justice. While they see law as a potential means 
  to that end, they follow the law only as much as it 
  doesn’t conflict with their own sense of right and 
  wrong. To a cleric of integrity, the actual facts re-
  garding a situation are more important than what 
  the law demands.
  Clerics of integrity are usually amongst the easi-
  est to get along with in a party of adventurers. They 
  never betray their friends and generally look out 
  for everyone’s best interests, even when it may not 
  necessarily be in the cleric’s own. Where a cleric of 
  integrity might come into conflict with their allies 
  is when they insist on taking an unprofitable or 
  extremely risky (or both) mission because “it’s the 
  right thing to do” or when they refuse to condone 
  morally questionable party actions.
  Integrity Domain Spells
  Cleric Level Spells
  1st
  entangle, healing word
  3rd
  find traps, flame blade
  5th
  beacon of hope, counterspell
  7th
  fabricate, locate creature
  9th
  faithful hound, hallow
  Bonus Proficiency
  When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Spreading the Word
  At 1st level, you can more easily communicate with 
  others for the benefit of all. You gain two additional 
  languages of your choice. In addition, when making 
  a Charisma check that would normally require you 
  to be able to speak with a creature, you may still 
  make the roll, with disadvantage, if you can’t speak 
  with that creature. You can’t communicate very 
  complex thoughts in this way, but you can convey 
  simple thoughts and generally cause the creature to 
  understand what you want it to do.
  Channel Divinity: Turn Evil
  At 2nd level, you can use your Channel Divinity to 
  turn fiends and other creatures of evil alignment. 
  As an action, you present your holy symbol and 
  speak a prayer condemning evil. Every intelligent 
  evil creature within 30 feet of you must make a 
  Wisdom saving throw. On a failure, the creature is 
  turned, as the Turn Undead channel divinity.
  Words of Encouragement
  At 6th level, you can inspire others to push harder 
  to obtain good goals. You may grant a creature 
  within 30 feet of you a +10 bonus on a single attack 
  roll, ability check, or saving throw (you choose to 
  which check the bonus is applied). You may do this 
  a number of times equal to your Wisdom modifier. 
  You regain all expended uses after a long rest.
  Potent Cantrips
  At 8th level, you gain mastery of your cantrips. You 
  may add your Wisdom modifier to your damage 
  rolls when using a cantrip.
  Shining Paragon
  At 17th level, your goodness is an example to all. 
  You can no longer be charmed or frightened and 
  you always have advantage on Charisma checks.
  Harmony Domain 
  (True Neutral) 
  As servants of true neutrality, clerics of harmony 
  are often misunderstood. As proponents of univer-
  sal balance, they are often confused with druids. 
  Others falsely assume clerics of harmony are in-
  capable of making decisions. In truth, clerics of 
  harmony play the long game, always considering 
  how their actions today will affect the future. What 
  seems good now may ultimately aid evil in the long 
  run, and defeating an evil today may inadvertently 
  cause more damage in the future.
  Clerics of harmony work well with adventur-
  ing parties focused on discovery and exploration; 
  bringing to light things that were lost returns bal-
  ance to the universe. Such clerics also work well in 
  
  Neutral Cleric Domains | EN World EN5idEr
  parties that are acting against a force that obviously 
  can’t be left unchecked. They are generally team 
  players, but they aren’t likely to allow themselves to 
  be distracted once they commit to a course of action.
  Harmony Domain Spells
  Cleric Level Spells
  1st
  comprehend languages, cure wounds
  3rd
  calm emotions, web
  5th
  dispel magic, counterspell
  7th
  banishment, private sanctum
  9th
  dispel evil and good, legend lore
  Bonus Proficiencies
  When you choose this domain at 1st level, you be-
  come proficient in the Medicine skill,you’re your 
  proficiency bonus is doubled when you make Wis-
  dom (Medicine) checks.
  Fate is in Your Hands
  At 1st level, you have an innate understanding of 
  who should live or die to promote harmony. When-
  ever a creature within 60 feet of you makes a death 
  saving throw, you can grant it either advantage or 
  disadvantage as a reaction. 
  Channel Divinity: Balancing the Scales
  At 2nd level, you can use your Channel Divinity 
  to heal or to injure. As an action, you present your 
  holy symbol and generate a pool of hit points equal 
  to five times your cleric level. Choose a number of 
  creatures within 30 feet of you equal to your Wis-
  dom modifier and divide those hit points among 
  them. You may choose whether each creature af-
  fected has those hit points restored or instead takes 
  damage equal to that amount (you may apply dam-
  age to some and restoration to others with the same 
  use). If a creature would take damage from this fea-
  ture, it must make a Wisdom saving throw, taking 
  half as much damage on a successful save.
  This feature cannot restore a creature to more 
  than half its hit point maximum or reduce a crea-
  ture to less than half its hit point maximum. You 
  can’t use this feature on an undead or a construct.
  Channel Divinity: Bending the Laws of 
  Nature
  At 6th level, you can use your Channel Divin-
  ity to temporarily bend the laws of nature, either 
  granting resistance to a particular damage type or 
  imposing vulnerability to a particular damage type. 
  As an action, you present your holy symbol and de-
  mand that natural law bend to your will. Choose a 
  damage type. You may designate a number of crea-
  tures within 30 feet up to your Wisdom modifier, 
  including yourself, to either be resistant or vulner-
  able to that energy type. 
  Any creature that you choose to be vulnerable 
  may make a Wisdom saving throw. On a success, 
  it resists gaining vulnerability. Creatures that are 
  already resistant or vulnerable to the energy type 
  may have their resistance or vulnerability nulli-
  fied by this feature. An affected creature retains its 
  resistance or vulnerability for 1 minute or until it 
  takes damage from that damage type, whichever 
  comes first. 
  Divine Balance
  At 8th level, you can absorb some of the damage that 
  you take and balance the scales by giving it to your-
  self or another creature. Once per turn when you 
  take damage from an attack, you may either imme-
  diately recover 1d8 hit points (up to the maximum 
  damage of the attack) or grant it to any friendly 
  creature within 60 feet of you. Hit points recovered 
  in this way cannot heal a creature beyond its hit 
  point maximum. When you reach 14th level, your 
  ability to absorb damage increases to 2d8 points.
  Holy Preserver
  At 17th level, you are part of the natural balance of 
  the universe and, when you decide to act, you have 
  greater effect. Creatures affected by one of your 
  Channel Divinity options has disadvantage on sav-
  ing throws to resist your spells.
  
  EN World EN5idEr | Neutral Cleric Domains
  Supremacy Domain 
  (Neutral Evil) 
  Clerics of supremacy believe that the best way to 
  live your life is to satisfy your desires and let noth-
  ing stand in your way. Laws, rules, and moral codes 
  are nothing but constraints that hold you back from 
  achieving what you want; no one has the right to 
  stop you. Clerics of supremacy have little in the way 
  of organization, as each indulges in their own pas-
  sions for the glory of their faith.
  Clerics of supremacy tend to be awful members 
  of an adventuring party. They join only to further 
  their own interests and won’t hesitate to betray 
  or even harm members of the party if there is a 
  change in the status quo or they discover that they 
  want something else more. As such, clerics of su-
  premacy often operate under false pretenses; when 
  their identity is known, they are tolerated if they 
  can contribute something that the party lacks, but 
  they are never trusted.
  Supremacy Domain Spells
  Cleric Level Spells
  1st
  charm person, inflict wounds
  3rd
  detect thoughts, locate object
  5th
  bestow curse, vampiric touch
  7th
  black tentacles, freedom of movement
  9th
  dream, geas
  Bonus Proficiency
  When you choose this domain at 1st level, you gain 
  proficiency with martial weapons and heavy armor. 
  Skillful Indulgence
  You gain two Charisma skills of your choice and 
  your proficiency bonus is doubled when making 
  ability checks with them.
  Channel Divinity: Enrage Good
  At 2nd level, you can use your Channel Divinity to 
  enrage celestials and other creatures of good align-
  ment. As an action, you present your holy symbol 
  and speak a prayer taunting good. Every good 
  creature within 30 feet of you must make a Wisdom 
  saving throw or be enraged for 1 minute or until 
  it takes any damage. An enraged creature must 
  spend its turns trying to move as close to you as it 
  can, and it can’t take reactions. For its action, it can 
  only use the Dash or Attack actions to move closer 
  to you or attack you.
  Channel Divinity: Beguile
  At 6th level, you can use your Channel Divin-
  ity to persuade others to allow you to indulge in 
  your desires. You may cast charm person without 
  expending a spell slot and it affects every creature 
  within 30 feet of you.
  Divine Strike 
  At 8th level, you care little about the lives of those 
  who get in your way. 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 fire dam-
  age to the target. When you reach 14th level, the 
  extra damage increases to 2d8.
  Embodiment of Deception
  At 17th level, you allow nothing to get in the way 
  of indulging your whims. You are immune to be-
  ing charmed or frightened. In addition, you cast 
  any spell that imposes the charmed condition as if 
  it were one spell level higher than the slot you used 
  to cast the spell. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 181 - Neutral Domains.pdf