
The Glory Domain concentrates the abilities and talents of the greatest mortals of the Heroic Age. Clerics who follow this path seek to emulate the achievements of Achilles, Theseus, Hercules, and others like them.
A Cimmerian warrior’s worth comes from the glory of their deeds. The three gods of glory represent different pathways to gain recognition and honor. Ares gains glory in battle. Apollo gains glory through athletic accomplishments. Zeus, at the pinnacle, gains glory through leadership of others. All three are some of the most arrogant of the Olympian gods in their pursuit of glory.
Glory 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 Glory Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3 | Command, Detect Thoughts, Enhance Ability, Heroism |
| 5 | Counterspell, Fly |
| 7 | Banishment, Freedom of Movement |
| 9 | Jallarzi’s Storm of Radiance, Yolande’s Regal Presence |
Inspiring Surge
Level 3: As a Bonus action, you present your Holy Symbol and expend a use of your Channel Divinity to embolden your allies. Choose creatures within 30 feet of yourself (which can include you) to receive Temporary Hit Points. Divide a number of Temporary Hit Points among them equal to 3d6 plus your Cleric level.
Vision of Olympus
Level 3: Your abilities as an athlete have improved considerably. You gained the following benefits:
Basic Training. You gain proficiency in Acrobatics, Animal Handling, and Athletics.
Specialty. You gain Expertise in one of Acrobatics, Animal Handling, and Athletics.
Wrestling and Boxing. You can roll 1d6 in place of the normal damage of your Unarmed Strike. You can use your Wisdom modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Wisdom modifier instead of your Strength modifier to determine the save DC.
Thunderous Challenge
Level 6: You shout out an unmistakable challenge to your foe. One creature who can see and hear you must make a Wisdom saving throw, taking 4d8 plus your Wisdom modifier Thunder damage on a failed save or half as much damage on a successful one. Additionally, on a failed save the target must approach you for 1 minute. On its turn, the target uses its movement to move toward you by the shortest and most direct route. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
After you use this feature, you can’t do so again until you finish a Short or Long Rest.
Mantle of the Gods
Level 17: As a Magic action, you cause yourself to emit an aura of impeccable magnificence that lasts for 1 minute or until you dismiss it (no action required). A 30-foot-radius Emanation radiates from you for the duration. Whenever the Emanation enters the space of a creature and whenever a creature enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the creature has the Charmed and Frightened conditions for the duration. A creature makes this save only once per turn.
If an affected creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the effect ends on that creature.
Additionally, while Mantle of the Gods is active you can take a Bonus action to fix your glorious gaze on a creature within 30 feet. The target must make a Wisdom saving throw, taking 4d8 plus your Wisdom modifier Radiant damage on a failed save or half as much damage on a successful one.
After you use this feature, you can’t do so again until you finish a Long Rest.






