Cleric Subclass: Twelve Olympians Domain

Athena and Poseidon fight over Athens in the foreground. Along the back from Left to Right are Hermes, Demeter, Artemis, Apollo, Hestia, Hera, Zeus, Ares, Hephaestus, and Aphrodite.

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 LevelAdditional Spells
5Two 3rd level spells
7Two 4th level spells
9Two 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.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

92 Extra – Shrimps and Crits Feed Drop – Setting the Stage, Campaigns for D&D and Other RPGs

This episode is connected to episode 92 – Folk Singing RPG Party (Ian & Shrimps and Crits). The second main campaign of the Shrimp and Crits actual play podcast is Skywaymen. This is the first episode of that campaign. Listen and if you enjoy it, go subscribe to their show!Shrimp and Crits has a website and is available on all your regular podcast platforms. Go take a look!You can find the TTRPG content that Ian's done on MaudlinGames.comCheck out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 92 Extra – Shrimps and Crits Feed Drop
  2. 92 – Folk Singing RPG Party (Ian & Shrimps and Crits)
  3. 91 – Turning Your Novel Into An RPG? (Susannah and Thornvale)
  4. 90 – Zombies in Iceland (Hem and VARÚÐ! Dead Island)
  5. 89 – Bunnies vs. the Borg D&D (Avery and Traumwald)