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Cleric Subclass: Miracle Domain

Bring Miracles to this World

The Miracle domain focuses on miracles made with hands of clerics. Seeking protection by their supernatural powers, you might start to believe that priests are the ones with a power, and maybe, that shrine maiden is actually a goddess, no matter how much she avoids being called that.

Sanae Kochia, a shrine maiden of miracles from Moria Shrine, is one example of this domain… Wait, isn’t she a priestess of wind goddess?

Level 3: Miracle Domain Spells

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

Table: Miracle Domain Spells

Cleric LevelPrepared Spells
3Gust of Wind, Shatter, Levitate, Chromatic Orb
5Water Walk, Wind Wall
7Guardian of Faith, Control Water
9Destructive Wave, Commune

Level 3: Miracles of Lake Gods

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke one of effects:

Wind Miracle. For 1 minute, you create a wind shield that engulfs the spherical 100 feet radius from you, unless line of sight stopped by walls. Within this shield, strong wind blows in circles, making that inside:

  • Spells and effects that create wind fail unless you allow them,
  • Wind effects you allow are doubled in strength (Disadvantage for resisting, lifting twice as much weight, etc.),
  • All fog and gas-like substances, including magical, are dispelled,
  • Fire damage is resisted by all creatures.

Ground Miracle. You summon Large flying stone hands somewhere withing 20 feet of you, that clap to the rhythm of a certain prayer. For 5 turns, at the end of turn of the creature with smallest Initiative, Thunderwave is automatically cast from those hands as level 3 spell. In your turn, you can move those hands with speed of 30 using your Bonus Action, or end this spell.

Lake Miracle. You can create a passage through a liquid body by splitting it with magic. Split can not be bigger than 20*Your Level feet in length.

Level 6: Miracle of Good Luck

You can give random amulets for luck, anyone who takes it needs to roll a 1d20 and get one of the following outcomes:

ResultOutcome
1Worst Luck - Disadvantage to next 1 of every kind of roll (Skill check, Attack, and Saving Throw)
2-6Bad Luck - Discard the lot
7-19Good Luck - Get a Heroic Inspiration
20Very Good Luck - Keep the amulet and get ability to automatically succeed in a Check, Attack, or a Saving Throw

Any creature (including you) can only try getting an amulet once per day, or it will just not work.

Level 17: Miracle of God Summoning

You can call an avatar of god you serve into mortal world. Expend a use of your Channel Divinity and avatar will appear near you, using named character statblock if applicable. Avatar is unlikely to interact with you, and instead will do a specific thing they are called for, such as delivering wrath upon their enemies, or delivering a prophecy.

If god deems your request insulting, they might attack you instead. Your god might also decide to appear in their real physical form and stay after the task is completed.

You can only do that once a day.