
The Community Domain reinforces the awesome force of coordinated action. Clerics that follow this domain excel at organizing people and solving complex problems.
Three goddesses, Athena, Hera, and Hestia, have community as part of their portfolios. As the goddess of law, Athena brought order out of the chaotic blood feuds of the Heroic Age. Hera is the goddess of family. As families are the base unit of community in Cimmeria, Hera is a goddess of community. Hestia is a quiet influence on everyday life in Cimmeria. Every social gathering starts with a prayer to Hestia as a fire is lit and food prepared. These three goddesses work together to enforce and reward the actions that build strong communities.
Attendant Influence
Level 3: Your divine healing grants additional intuition. When you use the Divine Spark ability of your Channel Divinity feature to restore Hit Points, you grant the target an additional bonus. The target gains Advantage on a D20 Test of their choosing before the start of your next turn.
Community Domain Spells
Level 3: Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Community Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3 | Aid, Bless, Calm Emotions, Command |
| 5 | Aura of Vitality, Beacon of Hope |
| 7 | Aura of Purity, Compulsion |
| 9 | Circle of Power, Dispel Evil and Good |
Community Spirit
Level 3: As part of a Short Rest, you can give an uplifting speech or lead a group activity. A number of other creatures can participate equal to your Wisdom modifier plus your Proficiency Bonus. You and each creature that participates can add your Wisdom modifier instead of their Constitution modifier to any Hit Point Dice rolled.
Additionally, you gain proficiency in Persuasion.
Reflexive Assistance
Level 6: When another creature you can see within 30 feet is targeted by an attack, spell, or ability that you are aware of, you can help it immediately. Expend a use of your Channel Divinity and take a Reaction to use the Divine Spark ability of your Channel Divinity feature to restore Hit Points to the targeted creature.
Light Them Up!
Level 6: Your Divine Spark ability is further improved to assist your allies on the offensive. When you use the Divine Spark ability of your Channel Divinity feature to deal damage, the target suffers an additional penalty. If the target fails its save, all attacks against it have Advantage and all saving throws it makes have Disadvantage. This effect lasts until the start of your next turn.
Concentrated Assault
Level 17: Your blow lights the way for your allies to strike. After dealing damage to a creature on your turn, you can use a Bonus Action to organize a coordinated action among your allies. Each creature of your choice that you can see within 30 feet can immediately move up to its Speed and make an attack or cast a Cantrip targeting the creature you dealt damage to this turn.
After you use this feature, you can’t do so again until you finish a Short or Long Rest.






