
The Twelve Olympians Domain calls upon the divine might of the twelve Olympian gods that sit at the top of the pantheon. Clerics that follow this pathway honor all the gods instead of picking one over the others as their patron.
The Twelve Olympians encompasses the main Olympian deities of Zeus, Hera, Poseidon, Demeter, Hermes, Hestia, Ares, Athena, Apollo, Artemis, Hephaestus, and Aphrodite. Six male gods and six female gods to maintain balance. Together, these twelve deities control the majority of divine proceedings in Cimmeria. Hades and Dionysus are left out of the dozen but are still important in their own ways.
Balanced Approach
Level 3: You have mastered both the martial arts and divine magic. You gain both options of the Divine Order feature.
Additionally, when you reach Cleric level 7 you gain both options of Blessed Strikes and when you reach Cleric level 14 you gain both options of Improved Blessed Strikes.
Guidance of the Gods
Level 3: You can call upon the gods’ favor for any action. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to improve an ally’s competency. A creature you touch gains Advantage on ability checks with a skill or tool of your choice for 1 hour.
Twelve Olympians Domain Spells
Level 3: Your connection to this divine domain ensures you always have certain spells ready. Choose two level 1 Cleric spells and two level 2 Cleric spells. You choose additional spells as you level up according to the following table.
| Cleric Level | Additional Spells |
|---|---|
| 5 | Two 3rd level spells |
| 7 | Two 4th level spells |
| 9 | Two 5th level spells |
You always have the chosen spells prepared, and whenever you gain a Cleric level, you can replace one of the spells with another Cleric spell of the same level.
Judgement of the Twelve
Level 6: As a Magic action, you can bring down swift punishment on those who transgress boundaries. Target a creature you can see within 120 feet. Utter something forbidden to that creature such as attacking you and your allies or approaching close. The creature magically understands your intent even if you don’t share a language. If the creature violates your command in the next hour, it must make a Wisdom saving throw. On a failure, the target has the Blinded and Deafened conditions for 1 hour and it takes 3d8 plus your Wisdom modifier damage of a type of your choice from Cold, Fire, Lightning, Necrotic, Radiant, Slashing, and Thunder. On a success, the target takes half as much damage only.
Once you use this feature, you can’t do so again until you finish a Long Rest.
The damage increases by 1d8 when you reach levels 13 (4d8) and 18 (5d8).
Embodiment of Sacrifice
Level 17: The gods watch over mortals and help them to prosper. In exchange, mortals offer sacrifice to the gods through food, drink, gold, and valuables as well as through deeds and dedications. Your life’s deeds have been devoted to the gods entirely. In return, should you make the ultimate sacrifice, the gods will look after you.
If you are reduced to 0 Hit Points or killed instantly while acting in the service of one or more of the Twelve Olympians, you are granted a second chance. A pillar of light erupts from your space or where you last were if your body was destroyed. Each creature of your choice within 30 feet must make a Constitution saving throw. On a failure, they take 6d6 Radiant damage and have the Blinded condition until the end of your next turn. On a success, they take half as much damage only.
After using this feature, you are restored to life with 1 Hit Point and immediately gain the benefits of a Short Rest. Additionally, after using this feature, you can’t do so again for 30 days.






