Faith (Universal Domain)

The divine is not distant to you. It does not whisper in riddles, nor hide behind ceremony. Your belief is so absolute that the gods do not merely answer your prayers—they walk beside you. Clerics of the Faith Domain exemplify the pure bond between mortal and divine, drawing power from unwavering devotion and channeling it with fervent purpose. All gods, regardless of alignment or portfolio, can grant this domain to those whose belief transcends dogma and whose faith forges miracles.

Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Faith Domain Spells table, you thereafter always have the listed spells prepared.

Cleric LevelSpells
3rdBless, Command, Cure Wounds, Shield of Faith
5thLesser Restoration, Warding Bond
7thBeacon of Hope, Dispel Magic
9thGuardian of Faith, Freedom of Movement

Unshakable Conviction

3rd-Level Faith Domain Feature

Your unbreakable belief sustains your mind and spirit. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Charisma saving throws.

Additionally, you can choose one skill from Insight, Persuasion, or Religion. You gain proficiency in that skill, or expertise if you are already proficient.


Channel Divinity: Manifest Belief

3rd-Level Faith Domain Feature
Your devotion shields the innocent or smites the defiant. When you use your Channel Divinity, choose one of the following effects:

  • Protective Grace. As a bonus action, you call divine protection over yourself or an ally within 30 feet. For 1 minute, the target gains a +2 bonus to AC, cannot be frightened or charmed, and gains temporary hit points equal to your Wisdom modifier at the start of each of their turns.
  • Judging Flame. As an action, choose one creature you can see within 30 feet. They must make a Charisma saving throw. On a failed save, they are outlined in radiant energy for 1 minute (as if affected by faerie fire), take radiant damage equal to 2d10 + your cleric level, and cannot benefit from invisibility during that time. They can repeat the save at the end of each of their turns.

Guided by Divinity

6th-Level Faith Domain Feature

Your deep bond with your deity enhances spells of aid and protection. When you cast a Cleric spell using a spell slot that restores hit points or grants a beneficial effect (such as a bonus to AC, saving throws, or attack rolls) and it targets only one willing creature, that creature also gains temporary hit points equal to half your Cleric level + your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Designer’s Note: Spells that qualify for this feature include, but are not limited to: Cure Wounds, Shield of Faith, Sanctuary, Enhance Ability, and Freedom of Movement. Spells that deal damage, impose conditions, or target hostile creatures do not qualify, even if they technically only affect one target.

Avatar of Faith

17th-Level Faith Domain Feature
Your deity entrusts you with an extension of their divine presence. As an action, you summon your Herald of Faith, a celestial avatar of your god’s will. It appears in an unoccupied space within 30 feet and remains for 10 minutes, or until it is reduced to 0 hit points.

While summoned:

  • The Herald is friendly to you and your allies and acts on your initiative.
  • It understands and speaks all languages you do.
  • It attacks with radiant force, protects allies, and can cast Lesser Restoration at will.

You may summon the Herald of Faith once per long rest.

“Because you walk my path without hesitation, I walk beside you. Let my voice become your shield, and my wrath your blade.”
—Illario, God of Time, to Exarch Aleryn Duskwhisper

Herald of Faith

Medium Celestial, Any Alignment Matching the Summoning Cleric’s Deity

Armor Class 18 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 60 ft.

STR 18 (+4) DEX 14 (+2) CON 18 (+4) INT 12 (+1) WIS 20 (+5) CHA 18 (+4)

Saving Throws Wis +9, Cha +8
Skills Insight +9, Perception +9, Religion +5
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4


Divine Bond.

The Herald of Faith shares an unwavering connection with the cleric who summoned it. It acts on the cleric’s initiative count (immediately after the cleric), and obeys verbal commands. If not given a command, it takes the Dodge action.

Radiant Weapons.

The Herald’s weapon attacks are magical and deal an additional 1d8 radiant damage on a hit.


Actions

Multiattack.
The Herald makes two Radiant Blade attacks.

Radiant Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 4) slashing damage plus 4 (1d8) radiant damage.

Faithful Ward (Recharge 5–6).
The Herald creates a divine shield around an ally it can see within 60 feet. That creature gains 20 temporary hit points and has advantage on saving throws until the start of the Herald’s next turn.

Divine Rebuke. (Recharge 5–6)
The Herald channels divine judgment. Each creature of the Herald’s choice within 10 feet must make a DC 16 Constitution saving throw, taking 27 (6d8) radiant or necrotic damage (Herald’s choice) on a failed save, or half as much on a success.


Reactions

Shield of Devotion.
When a creature within 30 feet takes damage, the Herald can use its reaction to reduce the damage by 10 (1d10 + 5), absorbing it as radiant energy.


Variant Heralds (Optional)

To reflect the deity’s alignment:

  • Good-aligned Heralds may glow with radiant energy and deal only radiant damage.
  • Neutral-aligned Heralds might appear as serene avatars of balance, and their Divine Rebuke deals force damage.
  • Evil-aligned Heralds may appear as dark-winged emissaries, and can choose necrotic damage instead of radiant.

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