Official publication record

Errata &
Version Changes

Rules corrections, clarifications, and edition-by-edition changes for Tales of Khassid publications.

Keep your table current.

This record helps players and Keepers update existing characters, encounters, and campaign rulings when a Tales of Khassid publication changes.

The newest published version or later official errata controls whenever its rules differ from an earlier version. These summaries explain what changed; they do not replace complete rules where a revised publication is available.

Using an older printing? Open the publication and version below, then expand only the class options relevant to your table.

Game system reference

Khassid Resource Document

Official changes to player options and universal domains published in the KRD.

Version 2.2.0Previous version 2.1.2
  • Released August 13, 2026
  • 11 subclasses
  • 2 Cleric domains
  • Major rules revision
Barbarian: Path of the Bloodforged

Level 3 — Bloodforged Endurance

  • Iron Will: Temporary Hit Points are gained only from the first damage taken after the start of each turn, after that damage, and disappear at the start of the next turn.
  • Suffering Strength: Activates at half Hit Points or fewer and applies only to Strength-based melee attacks.

Level 6 — Ironbound Endurance

  • The state lasts only until the start of the next turn and triggers only when damage would reduce the Barbarian to 0 without killing them outright.
  • The escalating saves, Aftermath roll, survival action, permanent Hit Point increases, and failure state were removed.
  • It ends if Rage ends or the Barbarian is Incapacitated, and it cannot combine with Relentless Rage against the same damage.

Levels 10 and 14

  • Executioner’s Reprieve is once per turn. Numb the Blow reduces one qualifying attack to 0 damage once per Rage.
  • Flame of Defiance shrank from 30 feet to 10 feet.
  • Death Denied now restores 2d12 + Constitution modifier when Ironbound State ends normally; the former Aftermath replacement and future-collapse penalty were removed.
Bard: College of the Gilded Blade

Level 3 — Combat Flourish

  • Dueling Performer now covers Martial Finesse weapons and permits a proficient Simple or Martial weapon as a Spellcasting Focus.
  • Flourish deals the full Bardic Inspiration die, is once per turn, and no longer has a separate Charisma use limit.
  • The attack-disadvantage rider was replaced by 5 feet of movement for the Bard or a nearby creature without provoking from the target.

Level 6 — Dueling Crescendo

  • Extra Attack was added, including the option to replace an attack with an action cantrip.
  • The Charisma-based Armor Class bonus was removed. Deflection now costs Bardic Inspiration and reduces damage by the die plus Charisma, without Proficiency Bonus or carried-over reduction.
  • Reposition increased to 10 feet. Crimson Crescendo now deals a Bardic Inspiration die plus Charisma as Psychic damage.

Levels 10 and 14

  • Level-10 Paragon of the Stance was removed.
  • The Final Crescendo retains Perfect Counterpoint; Harmonic Reflection uses the existing Deflection roll, and Unending Rhythm grants one Bonus Action melee attack after spending Bardic Inspiration or 2 Tempo.
Cleric: Faith Domain

Divine nearness no longer implies infallibility, doctrinal superiority, or automatic religious authority. Progression is now levels 3, 6, 10, and 17.

Level 3

  • Faith’s Conviction replaces Unshakable Conviction: proficiency in Insight, Persuasion, or Religion; rolls of 7 or lower on those checks may count as 8; and one failed ability check or save may be rerolled per Long Rest. Automatic success and attack-roll eligibility were removed.
  • Steadfast Resolve replaces Protective Grace with Cleric-level Temporary Hit Points, Advantage against Charmed and Frightened, and protection against forced movement and severe magical Speed reduction.
  • Divine Scrutiny replaces Judging Flame, deals Force, Necrotic, or Radiant damage, deals half on a successful save, and exposes a failed target to attacks.

Levels 6 and 10

  • Guided by Divinity now keys off a level-1+ single-target, non-damaging Cleric spell and adds a limited Reaction saving-throw reroll for a recently supported creature.
  • Steadfast Faith now grants a 10-foot aura that prevents Speed reduction, ignores Difficult Terrain, provides Charmed and Frightened immunity, and helps against magical control.

Level 17 — Herald of Faith

  • Moved from level 14 to 17. Restoring its use now requires a level-7+ slot.
  • The Herald uses the Cleric’s Proficiency Bonus, spell attack modifier, spell save DC, and Wisdom modifier. Its damage type is Force, Necrotic, or Radiant.
  • Faithful Ward grants Advantage only on the next save; Shield of Devotion reduces damage by 1d10 + Wisdom.

Unique spells

  • Conviction’s Mantle grants Advantage rather than immunity against Charmed and Frightened.
  • Prayer of Resolve gives each target one reroll instead of resolve points.
  • Beacon of Faith removed enemy Death Save penalties and automatic stabilization; each ally can instead remain at 1 Hit Point once per casting.
Cleric: Vitality Domain

The revised narrative makes clear that preserving life is not inherently compassionate. Progression is now levels 3, 6, 10, and 17.

Level 3

  • Hands of Sustenance retains its pool but now uses a Magic action on one touched creature. Blinded or Deafened costs 10 extra points; Poisoned moved to level 6.
  • Vital Rejection was added, allowing Hands of Sustenance points to deal Force damage to Undead.
  • Level-9 Domain Spells changed from Mass Heal and Power Word Heal to Greater Restoration and Mass Cure Wounds.
  • Surge of Vitality now affects targets up to Wisdom modifier, healing a living target or damaging an Undead target for 1d8 + Wisdom, or ending Blinded, Deafened, or Poisoned.

Levels 6 and 10

  • Reclaimed Restoration returns Hands points equal to slot level + Wisdom, capped by actual excess healing. Sanctioned Authority permits Poisoned removal for 15 points.
  • Persistent Vitality is once per turn and heals Wisdom modifier. Vital Pulse replaced its escalating counter with 1d8 + Wisdom healing, or Force damage against Undead, and uses Channel Divinity for additional activations.
  • Flesh Reasserted no longer restores Hit Points.

Level 17 and spells

  • Shared Sustenance moved from 14 to 17. Each recipient gets twice Cleric level in points, may spend any amount, and may damage Undead. It is once per Long Rest.
  • Complete definitions were added for Stay the End, Vital Mandate, and Edict of Vital Continuance.
Druid: Circle of the Spirit Hunt

Level 3 — Aspects

  • Bear: physical resistance became +1 Armor Class; Territory Breaker’s movement trigger was clarified.
  • Wolf: Pack Instinct was separated for Druid and spirits; Pursuit Strike’s trigger range is now 5 feet.
  • Panther: hidden movement became +10 Speed in Dim Light or Darkness; Kill Window triggers when another source makes a creature Bloodied.
  • Serpent: detection excludes Constructs, Undead, and creatures behind Total Cover.
  • Eagle: gliding became explicit horizontal fall movement; Skirmisher’s Glide occurs after an attack resolves.

Spirit Shaping and later features

  • Vitality sacrificed cannot exceed current Hit Points above half maximum, and Temporary Hit Points cannot absorb it.
  • The pack shares one Action and one Bonus Action. Spirit Beasts are Fey with complete ability scores, and Natural Strike deals Force damage.
  • Spirit Step now teleports each participant to a legal nearby space, and an intercepted attack is compared with the spirit’s Armor Class.
  • Empowered Forms fell from full Druid level to half level in bonus Hit Points.
  • Alpha’s pack attacks may originate from different spirits, and Perfect Coordination now requires an attack roll rather than a hit.
Fighter: The Bastion

Levels 3 and 7

  • Fortified Position changed from Proficiency Bonus to +1 Armor Class.
  • Interposing Guard now subtracts from an attack that has hit another creature, potentially changing it to a miss.
  • Zone of Control now creates Difficult Terrain within 10 feet and excludes creatures two or more sizes larger.

Levels 10, 15, and 18

  • Battle Readiness fell from twice Fighter level to Fighter level and now triggers on Initiative while armored. Separate Arcane Resistance was removed; Spellguard covers other magical effects.
  • Shared Burden gives the ally Resistance to the triggering attack, then deals the Bastion the same damage the ally actually takes; that transfer cannot be reduced.
  • Steadfast Presence no longer covers Paralyzed or Stunned.
  • Unbroken Line initially leaves the Bastion at 1 Hit Point and delays healing until the end of the next turn. Allies now resist all Bludgeoning, Piercing, and Slashing damage, not only nonmagical damage.
Monk: Warrior of the Inner Current

Creature eligibility

Eligibility now uses creature type: Humanoid at levels 3–5; Beast, Giant, and Humanoid at 6–10; Aberration, Beast, Dragon, Giant, Humanoid, and Monstrosity at 11–16; any creature at 17+.

Levels 3 and 6

  • Anatomical Insight and Hands of the Current are separate. Disrupt Current is once per turn; Restore Current automatically ends listed conditions, while Poisoned repeats its original save with Advantage.
  • Internal Override no longer takes an action and occurs at the start of the turn.
  • Pressure-Point Arrest occurs after a melee attack and Paralyzed lasts only through the current turn. Its nonlethal result leaves the target at 1 Hit Point and Unconscious.
  • Violent Purification uses the Martial Arts die instead of 1d4.

Levels 11 and 17

  • Reversal requires touching the original creature and can transfer the condition to only one other creature.
  • Rupture costs 4 Focus instead of 3, deals 8d10 instead of 10d10, ends paralysis at the start of the Monk’s next turn, and is once per turn.
Paladin: Oath of the Tempestbrand

Progression changed from levels 3, 6, 10, 14, and 18 to 3, 7, 15, and 20. Flashstep is no longer a separate level-10 feature.

Spells and level 3

  • Thunder Step, Storm Sphere, and Control Winds were replaced by Lightning Bolt, Ice Storm, and Cone of Cold.
  • Voice of the Storm fell from 2d10 to 2d8.
  • Stormbrand’s Mark explicitly costs Channel Divinity, ends if Incapacitated, and accepts an Unarmed Strike.

Levels 7, 15, and 20

  • Aura of the Tempestbrand moved to 7 and works through Aura of Protection. Voice of Interdiction costs Channel Divinity; an interrupted spell slot is not expended.
  • At 15, Flashstep teleports up to half Speed once per turn; Storm Crash knocks creatures Prone; Reprisal may first teleport the Paladin up to 30 feet.
  • Tempest Ascended moved to 20, extends Flashstep to full Speed, limits Raging Tempest to once per turn, and works through Aura of Protection.
Ranger: Cliffstalker

Levels 3 and 7

  • Anchors are now defined as momentary gravity points on solid, nonmagical surfaces. Cliffstalker weapons exclude Heavy and Loading weapons.
  • Opening Precision separates its +2 attack bonus and +2 damage. Elevated Defense changed from Half Cover to +1 Armor Class against creatures below.
  • Cliffborn Reflexes and Anchor recovery were clarified.
  • Slingshot no longer provokes Opportunity Attacks and removed its attack penalty. Subdual Shot now gives every Large or smaller target a Strength save.

Levels 11 and 15

  • Ricochet was added: route one attack through Anchor surfaces for 1d6, 2d6, or 3d6 extra damage and potentially bypass Cover.
  • Hanging Execution fell from 4d8 to 3d8, requires Anchor support, and cannot combine with Ricochet.
  • Killzone cannot combine with Seamstrike, Subdual Shot, Ricochet, or Hanging Execution. Three or four hits deal 3d10 extra; all five deal 6d10.
Rogue: Echo Specter

Levels 3 and 9

  • Echoes are neither creatures nor objects and cannot occupy space, provide Cover, or interact physically.
  • Phantom Echo is created only after successfully hiding and tests the target when the Rogue attacks; the former investigation action was removed.
  • Flickering Echo may occupy any space crossed, requires the attacker to see both Rogue and Echo, and no longer penalizes the attacker’s later save or Perception check.

Levels 13 and 17

  • Vanishing Act was rebuilt: teleport 30 feet, gain Advantage on the first attack, turn one visible hit into a miss, and avoid Opportunity Attacks while the Echo remains. Invisibility and its Bright Light restriction were removed.
  • Temporal Slip now explicitly changes a hit into a miss or a failed save into a success before teleporting.
Sorcerer: Rune-Blooded

Levels 3 and 6

  • Arcane Lock moved to Sorcerer level 3 and Dispel Magic was added at level 5.
  • Rune-eligible spell requirements and Approach, Contact, and Manipulation triggers are now formalized.
  • Borrowed Script must be level 5 or lower and eligible; the stored spell retains the original caster’s ability, attack modifier, and save DC.
  • Runic Persistence caps duration at 24 hours. Runic Polarity is restricted to Acid, Cold, Fire, Lightning, Poison, and Thunder.

Levels 14 and 18

  • Runic Stasis caps a Concentration-free spell at 1 minute and permits only one active effect. Runic Chains halves damage but preserves other effects.
  • Runic Ascendancy now provides Living Script for rapid tactical inscription or Permanent Inscription for fixed Architectural Runes.
  • Architectural Runes require 10 minutes and 4 Sorcery Points, follow explicit eligibility rules, and are limited to Proficiency Bonus without counting against Traveling Runes.
Warlock: Recursive Patron

Level 3

  • The expanded spell list became always-prepared Recursive Spells.
  • Recursive Resolution fractures only one creature. Concentration and duration begin normally, and the creature must remain on the same plane within 120 feet.
  • A failed save receives the normal effect. After a successful first save, one later save is made with Disadvantage; success ends the spell with no effect. Half- and quarter-strength outcomes were removed.

Levels 6, 10, and 14

  • Residual Invocation was narrowed to defined next-roll or next-spell benefits, one per turn.
  • Recursive Echo gives a new valid target one normal save; a failed save receives the normal effect and success ends it. Reduced-strength effects were removed.
  • The Living Spell is selected after each Long Rest from prepared level 1–4 Warlock spells requiring a save. Stunned occurs only after succeeding on the first save and failing the recursive save.
Wizard: Spellforger

Cataclysmic Spellfusion was removed and replaced with System Mastery.

Level 3

  • Forge: expend two or more slots totaling the cast level + 1; it cannot cast above the highest slot level provided by Wizard.
  • Fracture: expend one slot exactly one level higher to cast the lower-level spell; it no longer restores several smaller slots.
  • Each creates one unstable energy. Overflow Energy can add Intelligence Force damage, expand range or area, or protect Concentration. Unstable Surge grants two benefits with unavoidable damage and Disadvantage.

Levels 6 and 10

  • Tempered Casting now grants one chosen benefit rather than all benefits. Counterspell and Dispel Magic protection was removed. Arcane Strain applies fixed penalties.
  • Unstable energy becomes either Overflow or Hoarded Energy. Hoarded Energy caps at 7 and creates level 1–5 Phantom Slots as a Bonus Action for 2, 3, 5, 6, or 7 energy.

Level 14 — System Mastery

  • Mastered Forge removes the extra one-level cost but creates no unstable energy.
  • Mastered Fracture converts the lost level directly into Hoarded Energy.
  • Uses equal Intelligence modifier per Long Rest, and Mastered Strain raises each strain threshold by one.

Updating an existing character

  1. Replace the affected option with its complete 2.2.0 text.
  2. Confirm the revised progression against the character’s level.
  3. Remove features that no longer exist and add newly qualified features.
  4. Recalculate pools, prepared spells, saving-throw interactions, and uses per rest.
  5. Discuss material concept changes with the Keeper. A Keeper may permit related spell, feat, or equipment choices to be rebuilt.

Morgdhavian Archipelago sourcebook

Deities of the Morgdhavian Archipelago

Official corrections to every Cleric domain in the sourcebook released July 26, 2026.

Errata issued August 17, 2026Original sourcebook July 26, 2026
  • 21 Cleric domains audited
  • All printed domains affected
  • Major rules revision
  • SRD 5.2.1 alignment

Updated book available. Deities of the Morgdhavian Archipelago was updated on DriveThruRPG and khassid.com as of August 18, 2026 at 23:25 EST. The revised book incorporates the corrections recorded below. We apologize for the disruption these revisions may cause existing characters and campaigns, and we appreciate your patience. Faith and Vitality also have complete corrected versions in KRD 2.2.0.

The July 26 edition contained legacy rules language and mechanics that did not consistently reflect the current Cleric framework. Crucible review identified those issues, leading to a comprehensive rules revision, mechanical rebalance, and deity-domain realignment.

Deity-Domain Realignment

The August 17 edition revises the default deities associated with fourteen domains. These assignments supersede the July 26 lists. Faith and Vitality remain Universal Domains available through every deity.

DomainAugust 17 Deities Who Grant This DomainChange from July 26
AirAelthor, Antaz, Morgdhav, TorkarnAdded an explicit deity list.
BattleAstraea, Caelthorin, Dallamir Hearthshade, Dralina Emberbraid, Harrak Stoneward, Kharvulok, Kieron, Morgrin Fireguard, Ruzhraak, Thraghul, Valia, VreshkaRemoved Bryndal, Kalvastriel, and Skorrath.
BulwarkBryndal, Caelthorin, Dallamir Hearthshade, Dralina Emberbraid, Fayra Hearthflame, Harrak Stoneward, Kieron, Naelis, Sujaz, Valia, ZargannaAdded Naelis; removed Korvra Hearthgold, Sael'Korin, and Thraghul.
CorruptionDurgron Blackbarrow, Ghrakhaal, Kaemir, Legaria, Miné, Myrtharielle, Naerysion, Ssthax, Sulnakh, Sylrissiel, Tlaxitan, ZaldrisRemoved Ruzhraak.
FaunaIlya Greenbriar, Liantharion, Naelis, Skorrath, The Wild, YzhiraRemoved Aelthor and Zarganna.
FireBeldrun Emberforge, Dallamir Hearthshade, Drukhal, Esharra, Fayra Hearthflame, Feyndra, Kalvastriel, Sael'Korin, Sujaz, ZadruhkRemoved Ruzhraak and Ssthax.
FloraFeyndra, Ilya Greenbriar, Liantharion, Naelis, Ssthax, Sulnakh, The Wild, VaelthironAdded Ssthax; removed Aelthor, Dorran Deepdelve, Fayra Hearthflame, and Zarganna.
GravewardenIsilkarion, Karmorr, Kieron, Luzion, Norvok Ironshroud, Olia, Sulnakh, Tanaerithiel, VayloraAdded Kieron and Olia; removed Ssthax and Zivoka.
IndustriousBeldrun Emberforge, Bryndal, Dallamir Hearthshade, Dorran Deepdelve, Drukhal, Esharra, Ilya Greenbriar, Korvra Hearthgold, Miné, Naelis, Nikkra Quickfuse, Sael’Korin, Sujaz, Thraghul the Unbreaking Stone, ZadruhkAdded Nikkra Quickfuse and Sujaz; standardized Thraghul's name.
ReckoningBryndal, Caelthorin, Chaztan, Cymbryn, Dallamir Hearthshade, Dralina Emberbraid, Harrak Stoneward, Karmorr, Kharvulok, Kieron, Malquirath, Morgrin Fireguard, Thraghul, Valia, VreshkaAdded Chaztan, Cymbryn, Karmorr, Malquirath, and Vreshka.
SigilAelthor, Aerethyss, Ardena Stoneharp, Chaztan, Cymbryn, Dorran Deepdelve, Enannaria, Illario, Isilkarion, Jasina, Luzion, Malqirath, Thalmir Runehold, Tolgrin Ironflare, Vaylora, Xantheris, Z'hani, ZaldrisAdded Chaztan and Malqirath.
TimeAerethyss, Ardena Stoneharp, Cymbryn, Enannaria, Illario, Olia, Sulnakh, Tanaerithiel, Thalmir Runehold, Z’haniAdded Aerethyss, Ardena Stoneharp, Olia, Sulnakh, Tanaerithiel, and Z’hani; removed Vaylora and Veltryss.
TormentDurgron Blackbarrow, Ghrakhaal, Kaemir, Kharvulok, Legaria, Ruzhraak, Tlaxitan, Umbros, Vreshka, ZivokaAdded Tlaxitan.
WaterAntaz, Ilya Greenbriar, Karmorr, Liantharion, Morgdhav, Naelis, TokarnAdded Ilya Greenbriar, Naelis, and Tokarn.

Unchanged assignments: Dream, Earth, Foresight, Reaper, and Skybreaker retain their July 26 deity lists. Faith and Vitality remain universal.

Air Domain

Channel Divinity: Breath of Antaz

Added explicit expenditure of one use of Channel Divinity and standardized activation terminology.

Reason: Corrects Channel Divinity resource accounting and SRD 5.2.1 terminology.

Domain Spells

Restore the heading Level 3: Air Domain Spells and place the feature within Air's level-3 feature sequence.

Reason: Restores the established Cleric-domain presentation structure.

Storm-Touched Stride

Presented as Level 10: Domain Intercession: Storm-Touched Stride.

Reason: Aligns with Khassid Cleric progression.

Eye of the Storm

Moved from Cleric level 14 to level 17.

Reason: Aligns the final domain feature with the current Cleric subclass chassis.

Rules Presentation

Updated action, movement, condition, Emanation, Advantage/Disadvantage, and capitalization terminology.

Reason: SRD 5.2.1 compatibility.

Domain Insights

Expanded into the required five-part Domain Insights structure.

Reason: Khassid Design Standards compliance.

Complete corrected rules

Replace the printed domain rules with the following text.

Level 3: Windborne Grace

The divine breath moves through you, lifting your steps and teaching your body to move as the wind does—swift, unhindered, and never fully bound to the ground.

You gain proficiency in Acrobatics.

Your Speed increases by 10 feet, and you can hold your breath for twice as long as normal.

In addition, you ignore nonmagical Difficult Terrain caused by natural features, such as loose earth, rubble, foliage, shallow water, or uneven ground.

When you would take damage from a fall, you can take a Reaction to take no damage from the fall and land on your feet.

Level 3: Air Domain Spells

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

Cleric LevelPrepared Spells
3Feather Fall, Fog Cloud, Gust of Wind, Thunderwave
5Fly, Wind Wall
7Freedom of Movement, Tempest Step†
9Conjure Elemental, Stormcage†

† Unique spells are described under Unique Spells below.

When you cast Conjure Elemental as an Air Domain spell, you must choose air for the spirit’s element.

Level 3: Channel Divinity: Breath of Antaz

You release a divine exhalation that carries both life and upheaval, lifting the willing and casting back those who would stand against the storm.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity to release divine wind in a 30-foot Emanation originating from yourself. Choose any number of creatures you can see in the Emanation.

Each chosen ally gains a Fly Speed of 10 feet until the end of its next turn and has Advantage on Dexterity saving throws until the end of its next turn.

Each chosen enemy must make a Strength saving throw against your spell save DC. On a failed save, a creature takes Thunder damage equal to 2d10 plus your Cleric level and is pushed 15 feet directly away from you. On a successful save, the creature takes half as much damage only.

Level 6: Winds of Veiling

The air bends around your form, carrying your outline away in shifting currents and turning hostile force aside before it can fully find you.

You have Resistance to Lightning and Thunder damage.

You can take the Hide action while you are Lightly Obscured by fog, Dim Light, airborne debris, or similar atmospheric conditions.

In addition, when a creature you can see makes a ranged attack roll against you, you can take a Reaction to impose Disadvantage on that attack roll.

Level 10: Domain Intercession: Storm-Touched Stride

Your body moves with the sudden lift and release of a living gust, rising where others are bound and leaving only pressure in your wake.

You gain a Fly Speed equal to your Speed while you are wearing Light armor or no armor.

When you cast a Cleric spell that deals Lightning or Thunder damage, you can move up to 10 feet without provoking Opportunity Attacks.

In addition, once on each of your turns, when you move at least 10 feet using your Fly Speed, you can force creatures of your choice within 5 feet of the space you left to make a Strength saving throw against your spell save DC. On a failed save, a creature has the Prone condition.

Level 17: Eye of the Storm

You become the calm center of divine pressure, a still point around which wind, thunder, and breath gather in terrible obedience.

As a Magic action, you create a divine storm that lasts for 1 minute. The storm forms a 30-foot Emanation originating from yourself and moves with you. For the duration, you gain the following benefits.

Skyborne Form. You gain a Fly Speed of 60 feet and can hover.

Sheltering Current. Allies of your choice in the Emanation have Resistance to Lightning and Thunder damage and have Advantage on saving throws to avoid or end the Grappled, Paralyzed, and Restrained conditions.

Thunderous Pressure. When an enemy starts its turn in the Emanation, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 4d8 Thunder damage, and its Speed is halved until the start of its next turn. On a successful save, it takes half as much damage only.

Hurling Gale. As a Bonus Action, choose one enemy you can see in the Emanation. The target must succeed on a Strength saving throw against your spell save DC or be pushed up to 15 feet in a direction of your choice and have the Prone condition.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Unique Spells

Level 4 Spells
Tempest Step

Level 4 Conjuration

Casting Time: Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Winds surge beneath your feet, carrying you across the battlefield in a thunderclap of displaced air.

When you cast this spell, you teleport up to 30 feet to an unoccupied space you can see. Each creature of your choice within 5 feet of the space you left must make a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage. On a successful save, it takes half as much damage.

Until the spell ends, you can take a Bonus Action on each of your turns to teleport up to 30 feet to an unoccupied space you can see.

Using a Higher-Level Spell Slot. The teleportation distance increases by 10 feet and the damage dealt when you cast the spell increases by 1d8 for each spell slot level above 4.

Level 5 Spells
Stormcage

Level 5 Evocation

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You bind a creature inside a whirling prison of wind and thunder, turning the air around it into a crackling vortex.

Choose one creature you can see within range. The target must make a Strength saving throw. On a failed save, the target has the Restrained condition for the duration. While Restrained in this way, the target takes 3d8 Thunder damage at the start of each of its turns.

A Restrained target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.

While the spell persists, you can take a Magic action to cause the vortex to lash outward. Each creature of your choice within 10 feet of the Restrained target must make a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage. On a successful save, it takes half as much damage.

Battle Domain

Sacred Vanguard

Restored Sacred Vanguard as the parent level-3 feature.

Battle Orders

Changed from an independent Level 3 feature to a subordinate component of Sacred Vanguard.

Reason: Battle Orders is a component of Sacred Vanguard rather than an independent subclass feature.

Battle Domain Spells

Restored the heading Level 3: Battle Domain Spells.

Sacred Vanguard → Battle Domain Spells → Channel Divinity: Rebuke the Defiant

Reason: Restores the actual feature hierarchy and established Cleric-domain presentation structure.

Complete corrected rules

Replace the printed domain rules with the following text.

Battle Domain Features

Cleric LevelFeatures
3Battle Domain Spells, Sacred Vanguard, Battle Orders, Channel Divinity: Rebuke the Defiant
6Battle Standard
10Domain Intercession: Battlefield Zeal
17Avatar of the Godblade
Level 3: Sacred Vanguard

You are the spearpoint of divine will, trained to make faith and steel act as one.

Whenever you finish a Long Rest, choose one kind of Simple or Martial weapon with which you are proficient. Until you finish your next Long Rest, you can use your Wisdom modifier instead of Strength or Dexterity for the attack and damage rolls you make with weapons of the chosen kind.

In addition, you can draw or stow a weapon of the chosen kind when you take the Magic action to cast a Cleric spell or when you issue one of your Battle Orders.

Battle Orders

Your voice cuts through battle like a war horn, carrying command, courage, and divine certainty to those who fight beside you.

When a willing creature you can see within 30 feet of yourself starts its turn, you can take a Reaction to issue one of the following Battle Orders to that creature, provided it can hear you.

Hold the Line. The creature gains a +2 bonus to AC until the start of its next turn.

Stand Firm. The creature has Advantage on the next saving throw it makes before the start of its next turn.

Fall In. The creature can move up to 10 feet without provoking Opportunity Attacks. This movement must either bring the creature closer to you or end with the creature within 10 feet of you.

Endure. The first time the creature takes damage before the start of its next turn, reduce that damage by an amount equal to your Wisdom modifier (minimum reduction of 1).

You can issue a Battle Order a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Level 3: Battle Domain Spells

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

Cleric LevelPrepared Spells
3Command, Shield of Faith, Shining Smite, Warding Bond
5Searing Reproach†, Spirit Guardians
7Death Ward, Staggering Edict†
9Blades of Glory†, Flame Strike

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Rebuke the Defiant

You raise your Holy Symbol, and hostile violence is answered by divine judgment, each guilty weapon burning with the shame of defiance.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity. Choose any number of enemies you can see in a 30-foot Emanation originating from yourself. Each target must make a Wisdom saving throw against your spell save DC.

On a failed save, a target takes Radiant damage equal to 2d10 plus your Cleric level and has the Frightened condition until the end of your next turn. On a successful save, the target takes half as much damage only.

While Frightened in this way, any weapons the creature is carrying and any natural weapons it possesses shed Dim Light in a 5-foot radius.

Level 6: Battle Standard

You become the unyielding center of the fight, a living standard around which the faithful rally and the fearful remember how to stand.

While you don't have the Incapacitated condition, you emanate an aura of disciplined resolve in a 10-foot Emanation. You can suppress or resume the Emanation at the start of your turn, no action required.

The Emanation grants the following benefits.

Steadfast Line. You and your allies in the Emanation have Advantage on saving throws to avoid or end the Frightened condition and on saving throws made to avoid the Prone condition.

Hold the Ground. When you or an ally in the Emanation would be moved against its will without using its movement, action, Bonus Action, or Reaction, you can take a Reaction to reduce that movement to 0 feet.

Rallying Standard. When you roll Initiative and have no uses of Battle Orders remaining, you regain one expended use.

Level 10: Domain Intercession: Battlefield Zeal

Divine fervor gathers around you like the roar before a charge, transforming proximity into courage and conviction into force.

When you roll Initiative, you enter a state of battlefield zeal for 1 minute. When the zeal begins, choose yourself and a number of allies you can see within 10 feet of yourself up to your Wisdom modifier (minimum of one ally). Each chosen creature gains Temporary Hit Points equal to half your Cleric level plus your Wisdom modifier.

While your battlefield zeal lasts, you gain the following benefits.

Zealous Strike. Once on each of your turns when you hit a creature with a Melee weapon attack, the target takes an extra 1d8 Radiant damage.

Shared Fervor. When you cast a level 1–5 Cleric spell that targets only yourself and doesn't deal damage, you can choose one willing ally within 10 feet of yourself. That ally becomes an additional target of the spell for its duration.

A spell shared in this way can't create an additional area of effect, summon or create another creature or object, restore an expended resource, or grant the additional target an attack or other action that the spell wouldn't otherwise grant you.

The shared effect ends for the ally if it ends its turn more than 10 feet away from you.

Your battlefield zeal ends early if you have the Incapacitated condition.

Level 17: Avatar of the Godblade

You become the incarnate instrument of sacred war, a living weapon through which conviction, discipline, and divine violence take form.

As a Bonus Action, you assume the Avatar of the Godblade for 1 minute. For the duration, you emanate an aura of sacred battle in a 30-foot Emanation and gain the following benefits.

Divine Command. Once per turn, when you or an ally of your choice in the Emanation is about to make an attack roll or saving throw, you can grant Advantage on that roll. No action is required.

Judgment of War. When an enemy of your choice starts its turn in the Emanation, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature has the Frightened condition until the end of its next turn. On a successful save, the creature is immune to this effect until this use of Avatar of the Godblade ends.

Godblade's Verdict. Once on each of your turns when you hit a creature with a Melee weapon attack, you can force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target takes 3d8 Radiant damage. On a successful save, it takes half as much damage.

Once you use this feature, you can't use it again until you finish a Long Rest.

Unique Spells

Level 3 Spells
Searing Reproach

Level 3 Evocation

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You mark a creature with divine censure, causing violence committed beneath your judgment to burn back upon the aggressor.

Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is marked for the duration. On a successful save, the spell ends.

While marked, the first time on each of its turns that the target deals damage to another creature, it takes 2d8 Radiant damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Level 4 Spells
Staggering Edict

Level 4 Enchantment

Casting Time: Action
Range: 60 feet
Components: V
Duration: 1 round

You speak a divine command that strikes at a creature's will to fight, turning momentum into hesitation and aggression into faltering motion.

Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it suffers the following effects until the end of its next turn:

Its Speed becomes 0.

It can't take Reactions.

It can make no more than one attack during its turn.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Level 5 Spells
Blades of Glory

Level 5 Conjuration

Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You call forth spectral blades of divine light that orbit the faithful, turning courage into steel and sacrifice into radiance.

Choose up to three willing creatures you can see within range. Until the spell ends, each target gains the following benefits:

Once on each of its turns when the target hits with a Melee weapon attack, the attack deals an extra 1d8 Radiant damage.

The target gains a +2 bonus to AC against the first attack roll made against it each round.

The first time during the spell's duration that one of its targets is reduced to 0 Hit Points, the blades surrounding that creature shatter in a burst of divine fury. Each enemy of your choice within 10 feet of that target must make a Dexterity saving throw, taking 3d8 Radiant damage on a failed save or half as much damage on a successful one.

The spell then ends for that target. Reducing another target to 0 Hit Points doesn't cause another burst.

Bulwark Domain

Bulwark Training

Restored Bulwark Training as the parent level-3 feature.

Formation Disciple

Changed from an independent Level 3 feature to a subordinate component of Bulwark Training.

Ward of Fellowship

Changed from an independent Level 3 feature to a subordinate component of Bulwark Training.

Reason: Formation Disciple and Ward of Fellowship are components of Bulwark Training rather than independent subclass features.

Bulwark Domain Spells

Restored the heading Level 3: Bulwark Domain Spells.

Bulwark Training → Bulwark Domain Spells → Channel Divinity: Godshield

Reason: Restores the actual feature hierarchy and established Cleric-domain presentation structure.

Complete corrected rules

Replace the printed domain rules with the following text.

Bulwark Domain Features

Cleric LevelFeatures
3Bulwark Domain Spells, Bulwark Training, Formation Disciple, Ward of Fellowship, Channel Divinity: Godshield
6Interlinked Resolve
10Domain Intercession: Aegis Conduit
17Living Citadel
Level 3: Bulwark Training

You are trained to stand as the anchor of the faithful, drawing strength not from isolation, but from those who hold the line beside you.

You gain proficiency in one of the following skills of your choice: Athletics, Insight, or Perception.

Formation Disciple

Your presence teaches allies to turn proximity into protection.

While you don't have the Incapacitated condition, you and your allies within 10 feet of yourself gain a +1 bonus to AC while the affected creature is within 5 feet of at least one other creature affected by this feature.

Ward of Fellowship

When an ally benefiting from your Formation Disciple takes damage, you can take a Reaction to shelter it with divine protection. Choose one damage type dealt by the triggering attack or effect. The ally has Resistance to that damage type until the end of the current turn, including against the triggering damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 3: Bulwark Domain Spells

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

Cleric LevelPrepared Spells
3Aegis Bond†, Shield of Faith
5Aid, Radiant Retaliation†
7Beacon of Hope, Guardian's Step†
9Guardian of Faith, Shield of the Faithbound†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Godshield

When faith aligns, the divine shield becomes visible: a radiant geometry of interlocking vows, fixed around the place you refuse to surrender.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity to manifest the Godshield for 1 minute.

The Godshield is a 15-foot Emanation centered on the space you occupy when you create it. It doesn't move with you. The Godshield ends early if you willingly leave that space or if you have the Incapacitated condition. This effect doesn't require Concentration.

While the Godshield persists, you gain the following benefits.

Anchored Center. You can't be pushed, pulled, knocked Prone, or otherwise moved against your will.

Shared Defense. Allies of your choice in the Godshield gain a +1 bonus to AC and saving throws.

Steadfast Mercy. Whenever one of your Cleric spells or Bulwark Domain features restores Hit Points or grants Temporary Hit Points to an ally in the Godshield, roll 1d4. The creature regains additional Hit Points or gains additional Temporary Hit Points equal to the number rolled, as appropriate.

Unbroken Line. The first time an ally in the Godshield would be reduced to 0 Hit Points but not killed outright, that creature drops to 1 Hit Point instead. The Godshield then ends.

Level 6: Interlinked Resolve

Your protection moves through the faithful like light through joined shields, carrying strength from one soul to the next.

When you use a Cleric spell or Bulwark Domain feature that affects only one ally to restore Hit Points, grant Temporary Hit Points, or grant a bonus to AC or a saving throw, you can choose another ally within 10 feet of the original target.

The second creature gains a lesser benefit of the same kind:

If the original target regains Hit Points, the second creature regains Hit Points equal to half the number of Hit Points actually restored to the original target, rounded down.

If the original target gains Temporary Hit Points, the second creature gains Temporary Hit Points equal to half that amount, rounded down.

If the original target gains a bonus to AC, the second creature gains a +1 bonus to AC for the same duration.

If the original target gains a bonus to a saving throw, the second creature gains a +1 bonus to the same saving throw for the same duration.

Secondary effects, conditions, Resistances, Immunities, Advantage, Disadvantage, movement, and other additional effects don't transfer.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 10: Domain Intercession: Aegis Conduit

You cast your faith outward in a line of radiant force, turning one creature into the point where divine protection gathers.

When a creature you can see within 30 feet of yourself is hit by an attack or fails a saving throw, you can take a Reaction to establish an aegis conduit to that creature and choose one of the following benefits.

Shield the Body. If the trigger was an attack, the target gains a +3 bonus to AC against the triggering attack, potentially causing the attack to miss.

Steady the Soul. If the trigger was a saving throw, the target adds +3 to the triggering saving throw, potentially turning the failure into a success.

Share the Burden. The target has Resistance to all damage caused by the triggering attack or effect.

You can use Aegis Conduit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 17: Living Citadel

You sanctify the ground you claim, becoming a living fortress of divine authority. Around you, faith locks into place like stone, shield, and oath made one.

As a Magic action, you manifest the Living Citadel for 1 minute. The Citadel is a 30-foot Emanation centered on the space you occupy when you create it and doesn't move with you.

The effect ends early if you willingly leave that space, if you have the Incapacitated condition, or if you dismiss it (no action required).

For the duration, the area within the Citadel is sanctified ground, and it provides the following benefits.

Fortified Lines. Allies of your choice in the Citadel have Resistance to Bludgeoning, Piercing, and Slashing damage.

Unbroken Defense. When an ally of your choice in the Citadel would be reduced to 0 Hit Points but not killed outright, that creature drops to 1 Hit Point instead. Once a creature benefits from this effect, it can't benefit from it again during the same use of Living Citadel.

Sanctified Reprisal. When a hostile creature deals damage to an ally of your choice in the Citadel, the hostile creature takes Radiant damage equal to your Wisdom modifier (minimum of 1). A creature can take this damage only once per turn.

Consecrated Ground. The Citadel is Difficult Terrain for Fiends and Undead. When a Fiend or Undead starts its turn in the Citadel, it takes Radiant damage equal to your Cleric level.

Once you use this feature, you can't use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Aegis Bond

Level 2 Abjuration

Casting Time: Reaction, which you take when a creature you can see within 30 feet of yourself takes damage
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You forge a divine tether between yourself and one willing creature you can see within range, binding its safety to your vigilance.

When you cast this spell, reduce the triggering damage by 1d8 + your spellcasting ability modifier (minimum reduction of 1). Apply this reduction before Resistance or Vulnerability.

Until the spell ends, when the bonded creature takes damage, you can take a Reaction to reduce that damage by 1d8 + your spellcasting ability modifier (minimum reduction of 1).

The spell ends early if you use your Reaction for any purpose other than reducing damage to the bonded creature, if you or the bonded creature has the Incapacitated condition, or if the distance between you and the bonded creature exceeds 30 feet.

Using a Higher-Level Spell Slot. The damage reduction increases by 1d8 for each spell slot level above 2.

Level 3 Spells
Radiant Retaliation

Level 3 Evocation

Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a shield, which isn't consumed)
Duration: Concentration, up to 1 minute

You bind divine judgment into a shield, warding it with radiant reprisal.

Touch one shield. Until the spell ends, the first time a creature hits the shield's wielder with an attack, radiant energy erupts toward the attacker. The attacker must make a Constitution saving throw.

On a failed save, the attacker takes 3d10 Radiant damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, it takes half as much damage only.

The spell then ends. It also ends early if the shield is removed, destroyed, or no longer wielded.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.

Level 4 Spells
Guardian's Step

Level 4 Abjuration

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You invoke a moving bulwark of divine protection, allowing allies to advance without breaking formation.

Choose up to five willing creatures you can see within range. Until the spell ends, each target gains the following benefits:

Its movement doesn't provoke Opportunity Attacks.

It has Advantage on saving throws made to avoid being pushed, pulled, knocked Prone, or gaining the Restrained condition.

If it ends its turn within 5 feet of another target of this spell, it gains Temporary Hit Points equal to your spellcasting ability modifier (minimum of 1).

Level 5 Spells
Shield of the Faithbound

Level 5 Abjuration

Casting Time: Action
Range: 30 feet
Components: V, S, M (a polished shield boss worth 100 GP)
Duration: Concentration, up to 1 minute

You bind a group of allies into a shared defensive covenant, causing their courage to answer one another.

Choose up to five willing creatures you can see within range. Until the spell ends, each target gains a +1 bonus to AC and saving throws while it is within 10 feet of at least one other target of this spell.

In addition, when a target takes damage while within 10 feet of another target of the spell, it can reduce that damage by 1d8. A creature can reduce damage in this way only once per round.

Corruption Domain

Level 3 Feature Structure

Updated the level-3 presentation to the current Cleric-domain format.

The domain now presents its level-3 features as:

Taint the Pure → Corruption Domain Spells → Channel Divinity: Seed of Vice

Reason: Aligns the domain with the current Cleric subclass structure and Khassid presentation standard.

Corruption Domain Spells

Restored Level 3: Corruption Domain Spells as a distinct subclass feature and standardized the spell table and Unique Spell notation.

Reason: Domain Spells are themselves a level-3 subclass feature and must appear within the feature progression rather than as detached introductory material.

Channel Divinity: Seed of Vice

Updated the feature heading and rules terminology to current SRD 5.2.1 conventions.

Reason: Standardizes Channel Divinity presentation, Magic action terminology, saving-throw language, capitalization, and defined game terms.

Spreading Rot

Clarified the triggering conditions for applying taint and the timing of its secondary damage.

The feature remains limited by Proficiency Bonus uses per Long Rest.

Reason: Improves trigger and timing adjudication while preserving the intended spread-of-corruption mechanic.

Doctrine of Decay

Renamed:

Level 10: Domain Intercession: Doctrine of Decay

Reason: Aligns the level-10 feature with the Khassid Cleric-domain structure.

Doctrine of Decay — Aura Language

Standardized the aura as an Emanation and updated Incapacitated, Necrotic damage, saving throw, and suppression language to current terminology.

Reason: SRD 5.2.1 rules-language compliance and clearer table adjudication.

Corruption Made Flesh

Moved from Cleric level 14 to Cleric level 17.

Reason: The current Cleric subclass chassis grants the final domain feature at level 17.

Corruption Made Flesh — Transformation

Updated the transformation’s activation, duration, damage, condition, and Temporary Hit Point language to current terminology.

The feature retains its core identity: a one-minute embodiment of divine decay centered on Aura of Rot, Corruptive Touch, and Sanctified Horror.

Reason: Preserves the capstone fantasy while bringing its presentation into the current rules system.

Corruption Made Flesh — Scaling References

Any progression or scaling formerly tied to Cleric level 14 was moved to level 17 where applicable.

Reason: Prevents legacy subclass progression from surviving after the capstone migration.

Domain Insights

Updated and tightened Domain Insights: Corruption Domain in Play to reflect the repaired mechanics without functioning as an exhaustive feature manual.

Reason: Khassid Insights are intended to explain role and playstyle comprehensively but concisely.

Kiss of Ruin

Replaced the melee spell attack with a Constitution saving throw made when the target is touched.

On a failed save, the target takes 4d10 Necrotic damage and is cursed; on a successful save, it takes half damage only.

Reason: Removes the former attack-roll-then-saving-throw sequence and gives the spell a complete successful-save result.

Dominion of Decay

Replaced half weapon damage with Disadvantage on weapon attack rolls.

The saving-throw penalty now applies to Constitution saves only rather than Constitution and Wisdom saves.

Reason: Clarifies the spell's suppression mechanics and narrows its saving-throw pressure.

Unique Spell Presentation

Updated spell-level formatting, damage capitalization, and Using a Higher-Level Spell Slot language throughout.

Reason: SRD 5.2.1 and Khassid Design Standards compliance.

Complete corrected rules

Replace the printed domain rules with the following text.

Corruption Domain Features

Cleric LevelFeatures
3Corruption Domain Spells, Taint the Pure, Channel Divinity: Seed of Vice
6Spreading Rot
10Domain Intercession: Doctrine of Decay
17Corruption Made Flesh
Level 3: Taint the Pure

You perceive the flaw in all things: the hairline fracture in virtue, the bruise beneath beauty, the first soft place where rot may enter.

You gain proficiency in Deception or Persuasion.

You also gain proficiency with the Poisoner's Kit or Herbalism Kit.

In addition, when you cast a level 1+ spell that deals Necrotic, Poison, or Psychic damage or that imposes the Charmed or Frightened condition, you can choose one target of the spell. That target has Disadvantage on the first saving throw it makes against the spell.

You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 3: Corruption Domain Spells

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

Cleric LevelPrepared Spells
3Bane, Blindness/Deafness, Detect Poison and Disease, Suggestion
5Bestow Curse, Vampiric Touch
7Blight, Kiss of Ruin†
9Contagion, Dominion of Decay†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Seed of Vice

You whisper a divine secret into a soul, and it festers there like honeyed poison.

As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and choose one creature you can see within 30 feet of yourself.

The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is cursed for 1 minute. While cursed, it suffers the following effects:

It has Disadvantage on saving throws made to avoid or end the Charmed or Frightened condition.

The first time on each turn that it deals damage, it takes Necrotic damage equal to your Wisdom modifier (minimum of 1).

Whenever it regains Hit Points, the number of Hit Points regained is halved.

The target repeats the saving throw at the end of each of its turns, ending the curse on itself on a success.

When the curse ends, faint black veins remain beneath the target's skin until the end of your next turn.

Level 6: Spreading Rot

Your corruption no longer ends where it first takes root. It blooms outward, carrying divine decay from one failing soul to the next.

When a creature within 30 feet of yourself fails a saving throw against one of your Cleric spells or Corruption Domain features, you can taint that creature until the end of your next turn, provided the spell or feature dealt Necrotic, Poison, or Psychic damage or imposed the Charmed, Frightened, Poisoned, or cursed state.

The first time the tainted creature takes damage before the taint ends, choose another creature within 10 feet of it. The chosen creature must make a Constitution saving throw against your spell save DC.

On a failed save, the creature takes Necrotic damage equal to 2d8 + your Wisdom modifier and can't regain Hit Points until the start of your next turn. On a successful save, it takes half as much damage only.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 10: Domain Intercession: Doctrine of Decay

The world curdles near you. Air thickens, metal sweats, flowers blacken at the edge of bloom, and conviction begins to taste like ash.

While you don't have the Incapacitated condition, you emanate an aura of decay in a 20-foot Emanation. You can suppress or resume the Emanation at the start of your turn, no action required.

When an enemy of your choice starts its turn in the Emanation, it takes Necrotic damage equal to your Wisdom modifier (minimum of 1).

In addition, the first time that enemy makes a saving throw before the start of its next turn to avoid or end the Charmed, Frightened, or Poisoned condition, or against a curse, it rolls 1d4 and subtracts the number rolled from the saving throw.

Nonmagical organic material in the Emanation, such as leaves, food, flowers, and untreated wood, slowly blackens, wilts, sours, or softens. This effect doesn't damage creatures or objects unless the material is especially fragile, as determined by the GM.

Level 17: Corruption Made Flesh

You become a vessel of divine decay, your body revealing the beautiful horror beneath all perfected things.

As a Bonus Action, you transform for 1 minute. For the duration, you gain the following benefits.

Aura of Rot. You emanate a 20-foot Emanation of sickly radiance. When an enemy of your choice starts its turn in the Emanation, it must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 4d8 Necrotic damage and has the Frightened condition until the start of its next turn. On a successful save, it takes half as much damage only.

Corruptive Touch. Once on each of your turns when you hit a creature with a weapon attack or Melee spell attack, the target takes an extra 3d8 Necrotic damage and must succeed on a Constitution saving throw against your spell save DC or have the Poisoned condition until the start of your next turn.

Sanctified Horror. When a creature fails a saving throw against one of your Corruption Domain features while in your Aura of Rot, you gain Temporary Hit Points equal to your Wisdom modifier (minimum of 1).

When the transformation ends, you take 3d10 Psychic damage as your mortal mind recoils from what it has revealed.

Once you use this feature, you can't use it again until you finish a Long Rest.

Unique Spells

Level 4 Spells
Kiss of Ruin

Level 4 Necromancy

Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You deliver a blessing that withers the soul, leaving ruin where certainty once lived.

Touch one creature. The target must make a Constitution saving throw.

On a failed save, the target takes 4d10 Necrotic damage and is cursed for the duration. On a successful save, the target takes half as much damage only.

While cursed in this way, the target has Disadvantage on attack rolls against you, and the first time on each turn that it deals damage, it takes 1d6 Psychic damage.

The target repeats the Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Using a Higher-Level Spell Slot. The Necrotic damage increases by 1d10 for each spell slot level above 4.

Level 5 Spells
Dominion of Decay

Level 5 Enchantment

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You command the truth of decay to erode what stands before you, weakening body, resolve, and the will to endure.

Choose up to three creatures you can see within range. Each target must make a Wisdom saving throw.

On a failed save, a target suffers the following effects for the duration:

It has Disadvantage on weapon attack rolls.

It has Disadvantage on Constitution saving throws.

At the start of each of its turns, it takes 2d8 Necrotic damage.

A target repeats the Wisdom saving throw at the end of each of its turns, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Dream Domain

Fragments of the Dream

Retained Fragments of the Dream as the primary level-3 feature.

Dreamkeeper Rites

Removed as a separate level-3 feature and consolidated into a subordinate Dreamkeeper Rite under Fragments of the Dream.

Reason: The original Fragments package plus a separate four-mode Dreamkeeper subsystem created excessive level-3 complexity.

Dreamkeeper Rite

Replaced the separate Read the Dream, Soothe the Dream, Ask the Dream, and Shape the Dream menu with one flexible dream-ministry rite.

The revised rite allows the Cleric to perceive dominant emotions, symbols, and recurring imagery; communicate with the willing dreamer; and gently guide the dream's course.

It explicitly does not compel truthful answers, reveal thoughts the dreamer does not willingly express, alter memories, end magical effects, or grant bonuses to rolls.

Reason: Preserves Dream's priestly and noncombat identity while reducing bookkeeping and adjudication overhead.

Dream Domain Spells

Restored as Level 3: Dream Domain Spells.

Complete corrected rules

Replace the printed domain rules with the following text.

Dream Domain Features

Cleric LevelFeatures
3Dream Domain Spells, Fragments of the Dream, Dreamkeeper Rites, Channel Divinity: Waking Dream
6Dreamtide
10Domain Intercession: Lucid Intercession
17Lucid Dominion
Level 3: Dream Domain Spells

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

Cleric LevelPrepared Spells
3Augury, Detect Thoughts, Nightmare Grasp†, Sleep
5Clairvoyance, Hypnotic Pattern
7Confusion, Divination
9Dream, Woven Reverie†

† Unique spells are described under Unique Spells below.

Level 3: Fragments of the Dream

Dream does not fully enter the waking world at your command, but its fragments answer you: a drifting omen, a waking trance, or a nightmare-shadow at the edge of sight.

You gain proficiency in Arcana or Insight.

You also know the Minor Illusion cantrip. Wisdom is your spellcasting ability for it.

You can invoke a fragment of dream a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

As a Magic action, expend one use of this feature and choose one of the following fragments.

Daydream. Choose one creature you can see within 30 feet of yourself. The target must make a Wisdom saving throw against your spell save DC. On a failed save, it enters a waking dream until the end of your next turn.

While in the waking dream, the target has the Incapacitated condition, its Speed is 0, and it is unaware of creatures and events that occur after the dream begins.

The effect ends early if the target takes damage, if another creature takes an action to touch or shake it awake, or if the target is forced to make another saving throw.

Nightmare. Choose one creature you can see within 30 feet of yourself. The target must make a Wisdom saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to 1d8 + your Wisdom modifier and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, it takes half as much damage only.

Omen. Choose yourself or one creature you can see within 30 feet of yourself. The next time the target makes an attack roll, ability check, or saving throw before the end of your next turn, it rolls 1d4 and adds the number rolled to the roll.

Dreamkeeper Rites

You can minister to sleeping minds and walk the edge of another creature's dream.

Over the course of 10 minutes, you can touch one willing sleeping creature and enter the outer edge of its dream. While there, you remain aware of your own body and can end the rite at any time, no action required.

This rite can't be performed during combat, grants no bonus to rolls, doesn't compel truthful answers, and can't alter the creature's memories.

When you perform the rite, choose one of the following effects.

Read the Dream. You witness the dream's dominant symbols, emotions, and recurring images. The GM describes the dream in symbolic terms and may reveal whether it reflects fear, memory, prophecy, magical influence, divine omen, or another meaningful source.

Soothe the Dream. You calm a mundane nightmare or troubled sleep. If the dream is caused by a spell, curse, possession, disease, or other magical effect, you become aware that an outside influence is present, but this rite doesn't end that effect.

Ask the Dream. You ask one brief question inside the dream. The dream answers symbolically, as determined by the GM. The answer might be cryptic, incomplete, or emotional rather than literal.

Shape the Dream. You gently guide the dream's imagery. You can help the dreamer revisit a memory, imagine a place, speak with a symbolic figure, or rehearse a feared moment. This doesn't compel the dreamer to reveal information or alter its memories.

This rite has no effect on a creature that isn't willing or isn't asleep.

Level 3: Channel Divinity: Waking Dream

You open a seam between dream and waking life, causing the battlefield to blur with symbolic terror, impossible distance, and half-remembered prophecy.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity to create a dreamscape in a 10-foot-radius Sphere centered on a point you can see within 60 feet of yourself.

The dreamscape lasts until the end of your next turn. The Sphere is Lightly Obscured, and enemies of your choice treat it as Difficult Terrain.

When an enemy of your choice starts its turn in the dreamscape, it must make a Wisdom saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to 2d8 + your Wisdom modifier and can't take Reactions until the start of its next turn. On a successful save, it takes half as much damage only.

If you have a Dreamtide dreamscape active when you use this Channel Divinity, you can empower that dreamscape instead of creating another one. Until the end of your next turn, the empowered dreamscape uses the damage and effects of Waking Dream. It then returns to using Dreamtide for the remainder of its duration.

Level 6: Dreamtide

The dream no longer waits for sleep. It gathers where you direct it, breathing at the edge of reality, turning pursuit into hesitation and violence into omen.

As a Bonus Action, create a dreamscape in a 10-foot-radius Sphere centered on a point you can see within 60 feet of yourself.

The dreamscape lasts for 1 minute, until you dismiss it (no action required), or until you have the Incapacitated condition. The Sphere is Lightly Obscured, and enemies of your choice treat it as Difficult Terrain.

When an enemy of your choice starts its turn in the dreamscape, it must make a Wisdom saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to your Wisdom modifier (minimum of 1) and can't take Reactions until the start of its next turn. On a successful save, it suffers no effect.

As a Bonus Action on your later turns, you can move the dreamscape up to 10 feet to another point you can see within 60 feet of yourself.

You can use Dreamtide a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 10: Domain Intercession: Lucid Intercession

You begin to recognize the dream while standing inside it. For a moment, the rules bend—not because the world obeys you, but because dream has never obeyed the world.

Whenever you create a dreamscape using Dreamtide or Channel Divinity: Waking Dream, choose one of the following lucid rules.

At the start of each of your turns while one of your dreamscapes persists, you can replace its current lucid rule with another one. The chosen rule lasts until the start of your next turn.

The Ground Resists. Enemies of your choice in the dreamscape have their Speed reduced by 10 feet.

The Omen Flickers. When you or an ally you can see in the dreamscape misses an attack roll or fails an ability check or saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the total, potentially changing the outcome.

The Nightmare Follows. The first time on each turn that an enemy in the dreamscape takes Psychic damage from one of your Cleric spells or Dream Domain features, it takes extra Psychic damage equal to your Wisdom modifier (minimum of 1).

In addition, when you use Dreamtide, you can increase the radius of its Sphere to 15 feet.

Level 17: Lucid Dominion

You become lucid within waking reality. Around you, the world dreams with open eyes, and for one impossible minute, symbol, omen, and nightmare answer your will.

As a Bonus Action, you manifest a lucid dreamscape for 1 minute. The dreamscape is a 30-foot Emanation originating from yourself. It moves with you and ends early if you have the Incapacitated condition.

For the duration, you gain the following benefits.

Dream Sovereignty. You and allies of your choice in the dreamscape have Advantage on saving throws to avoid or end the Charmed or Frightened condition and on saving throws against effects that would magically put them to sleep.

Uncertain Ground. Enemies of your choice treat the dreamscape as Difficult Terrain. When an enemy of your choice starts its turn in the dreamscape, it must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 4d8 Psychic damage and has Disadvantage on the next attack roll it makes before the start of its next turn. On a successful save, it takes half as much damage only.

Omen-Sight. When you or an ally you can see in the dreamscape makes an attack roll, ability check, or saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the total. You can do so after seeing the d20 but before the outcome is determined.

Lucid Rule. At the start of each of your turns, choose one of the following lucid rules. The chosen rule lasts until the start of your next turn.

The Path Bends. Allies of your choice can move through the spaces of enemies in the dreamscape, and this movement doesn't provoke Opportunity Attacks.

The Omen Repeats. When an enemy in the dreamscape succeeds on a saving throw against one of your Cleric spells or Dream Domain features, you can force it to reroll the saving throw and use the new roll. Once you use this rule to force a reroll, you can't do so again during this use of Lucid Dominion.

The Nightmare Has Teeth. The first time on each turn that an enemy in the dreamscape takes Psychic damage, it takes extra Psychic damage equal to your Wisdom modifier (minimum of 1).

The Dream Refuses Violence. The first time on each turn that an enemy in the dreamscape hits you or an ally with an attack, reduce the damage dealt by 1d8 + your Wisdom modifier.

Once during each use of Lucid Dominion, when you use Fragments of the Dream, you can do so without expending a use of that feature.

Once you use Lucid Dominion, you can't use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Nightmare Grasp

Level 2 Enchantment

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You catch a creature in a nightmare of pursuit, binding its limbs in the sensation of running without escape.

Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it has the Restrained condition for the duration.

While Restrained in this way, the target takes 2d6 Psychic damage at the start of each of its turns.

The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The Psychic damage increases by 1d6 for each spell slot level above 2.

Level 5 Spells
Woven Reverie

Level 5 Divination

Casting Time: 10 minutes
Range: 20 feet
Components: V, S, M (a silver mirror worth 100 GP)
Duration: 1 hour

You and up to eight willing creatures enter a shared reverie shaped by omen, memory, and divine symbol. Your bodies remain aware enough to be awakened, but your minds walk together through a dreamscape of signs.

When you cast the spell, name one question, course of action, creature, location, or event. During the reverie, the GM offers a symbolic vision related to the subject. The vision might reveal danger, opportunity, emotional truth, a hidden connection, or a possible consequence. The vision is truthful, but it may be cryptic, incomplete, or symbolic.

When the spell ends, each participant chooses one of the following benefits:

The participant has Advantage on the next ability check it makes before finishing a Long Rest that relates directly to the subject of the vision.

The participant has Advantage on the next saving throw it makes before finishing a Long Rest to avoid or end the Charmed or Frightened condition or against an effect that would magically put it to sleep.

The participant gains Temporary Hit Points equal to your spellcasting ability modifier + your Proficiency Bonus.

A creature can benefit from Woven Reverie only once per Long Rest.

Using a Higher-Level Spell Slot. You can name one additional subject for each spell slot level above 5. The GM provides a separate symbolic vision for each subject.

Earth Domain

Stone's Resolve

Restored Stone's Resolve as the parent level-3 feature.

Grasp of the Bedrock

Changed from an independent Level 3 feature to a subordinate component of Stone's Resolve.

Reason: Grasp of the Bedrock is part of Stone's Resolve rather than a separate subclass feature.

Earth Domain Spells

Restored the heading Level 3: Earth Domain Spells and placed it after Stone's Resolve.

Stone's Resolve → Earth Domain Spells → Channel Divinity: Magnetic Dominion

Reason: Restores the actual feature hierarchy and Cleric-domain presentation structure.

Stone's Resolve — Training

Removed automatic Heavy Armor proficiency.

Reason: Preserves the Cleric's Divine Order choice rather than duplicating Protector at subclass entry.

Channel Divinity: Magnetic Dominion

Added explicit expenditure of one use of Channel Divinity and standardized activation as a Magic action.

Reason: Corrects resource accounting and current action terminology.

Mantle of Stone

Presented as Level 10: Domain Intercession: Mantle of Stone.

Tectonic Shift

Moved from Cleric level 14 to level 17.

Reason: Aligns Earth with current Khassid Cleric progression.

Complete corrected rules

Replace the printed domain rules with the following text.

Earth Domain Features

Cleric LevelFeatures
3Earth Domain Spells, Stone's Resolve, Grasp of the Bedrock, Channel Divinity: Magnetic Dominion
6Rooted in Stone
10Domain Intercession: Mantle of Stone
17Tectonic Shift
Level 3: Stone's Resolve

Your body hardens beneath divine weight, and your will anchors like bedrock against the world's assault.

While you are standing on solid ground, forced movement against you is reduced by 5 feet. Solid ground includes earth, stone, packed soil, cavern floors, worked stone, paved ground, and similar stable surfaces.

In addition, while you are standing on solid ground, when an effect would give you the Prone condition, you can choose to have your Speed become 0 until the end of your next turn instead of gaining the Prone condition.

Grasp of the Bedrock

When you take damage while standing on solid ground, you can take a Reaction to reduce the triggering damage by an amount equal to your Cleric level + your Wisdom modifier (minimum reduction of 1).

You can use Grasp of the Bedrock a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 3: Earth Domain Spells

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

Cleric LevelPrepared Spells
3Entangle, Sanctuary, Spike Growth, Stoneburst†
5Earthen Upheaval†, Meld into Stone
7Stone Grasp†, Stone Shape
9Avalanche†, Wall of Stone

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Magnetic Dominion

You exert the magnetic will of the earth over iron and steel, dragging weapons from hands and forcing armored bodies toward the ground.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity to create a magnetic field in a 30-foot Emanation originating from yourself. The field lasts for 1 minute or until you have the Incapacitated condition.

When you create the field, choose a number of creatures in the Emanation up to your Wisdom modifier (minimum of one creature). Each chosen creature must be wearing or carrying ferrous metal, such as iron or steel armor, a metal Shield, or a metal weapon.

Each target must make a Strength saving throw against your spell save DC.

On a failed save, a target takes 2d8 Bludgeoning damage and suffers one of the following effects.

Armor or Shield. If the target is wearing ferrous metal armor or carrying a ferrous metal Shield, it has the Restrained condition while the magnetic field persists. At the end of each of its turns, the target repeats the saving throw, ending the Restrained condition on itself on a success.

Weapon or Object. If the target is holding a ferrous metal weapon or object but isn't wearing ferrous metal armor or carrying a ferrous metal Shield, choose one ferrous metal object it is holding. The object is pulled from its grasp and falls in an unoccupied space of your choice within 10 feet of the target.

On a successful save, the target takes half as much damage only.

While the magnetic field persists, you can take a Bonus Action to choose one creature currently Restrained by this feature that you can see in the Emanation. The target must make a Strength saving throw against your spell save DC. On a failed save, you move it up to 10 feet along the ground to an unoccupied space you can see in the Emanation. This movement doesn't provoke Opportunity Attacks.

Magnetic Dominion affects only ferrous metals. It has no effect on adamantine, mithral, precious metals, stone, wood, bone, leather, or other non-ferrous materials.

Level 6: Rooted in Stone

The world's bones reinforce your flesh, and the ground beneath you answers your stance.

While you are standing on solid ground, you can't have the Prone condition imposed on you, and you have Advantage on Strength checks and Strength saving throws.

In addition, when you cast a level 1+ Cleric spell that creates Difficult Terrain, creates or alters earth or stone, or creates a wall or barrier, choose yourself or one ally you can see within 30 feet of yourself. The chosen creature gains Temporary Hit Points equal to half your Cleric level + your Wisdom modifier.

A creature can gain these Temporary Hit Points from this feature only once per turn.

Level 10: Domain Intercession: Mantle of Stone

Your body mirrors the endurance of the mountains themselves. When catastrophe strikes, divine stone closes around you, absorbing the blow and refusing collapse.

When you take damage while standing on solid ground, you can take a Reaction to mantle yourself in divine stone. Reduce the triggering damage by 2d10 + your Cleric level + your Wisdom modifier (minimum reduction of 1).

The mantle remains until the start of your next turn. While it remains, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you can't gain the Prone condition or be moved against your will.

If the damage reduction reduces the triggering damage to 0, you can immediately move up to 10 feet along solid ground without provoking Opportunity Attacks, as the earth carries you into a stronger position.

You can use Mantle of Stone a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

If damage would reduce you to 0 Hit Points while you have no uses of Mantle of Stone remaining, you can regain one expended use and immediately use it against that damage. Once you regain a use in this way, you can't do so again until you finish a Long Rest.

Level 17: Tectonic Shift

You channel the cataclysmic force that turns continents, breaks citadels, and teaches mountains to move.

As a Magic action, choose a point on the ground that you can see within 120 feet of yourself. The ground in a 30-foot-radius Sphere centered on that point heaves, fractures, and rises for 1 minute.

Each creature of your choice standing on the ground in the Sphere must make a Strength saving throw against your spell save DC.

On a failed save, a creature takes 6d10 Bludgeoning damage and has the Prone and Restrained conditions. On a successful save, it takes half as much damage only.

A creature Restrained by this feature can take an action to repeat the saving throw, ending the Restrained condition on itself on a success.

The affected ground is Difficult Terrain for the duration.

Shape the Earth

While Tectonic Shift persists, you can take a Bonus Action on each of your turns to choose one 10-foot Cube of earth, stone, or worked stone in the affected area that you can see. You raise or lower that Cube by up to 10 feet, creating a pillar, depression, ramp, barrier, or pit.

A creature standing on the chosen area must make a Dexterity saving throw against your spell save DC. On a failed save, the creature moves with the terrain and has the Prone condition. On a successful save, the creature can move to the nearest unoccupied space of its choice outside the chosen area.

Once you use Tectonic Shift, you can't use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Stoneburst

Level 2 Evocation

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Jagged stone erupts from a point on the ground that you can see within range.

Each creature in a 10-foot-radius Sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 Bludgeoning damage and has the Prone condition. On a successful save, it takes half as much damage only.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Level 3 Spells
Earthen Upheaval

Level 3 Evocation

Casting Time: Action
Range: 90 feet
Components: V, S, M (a cracked stone)
Duration: Instantaneous

You strike the ground with divine force, causing earth and stone to burst upward in a violent wave.

Choose a point on the ground that you can see within range. Each creature in a 20-foot-radius Sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d8 Bludgeoning damage and has the Prone condition. On a successful save, it takes half as much damage only.

The ground in the Sphere becomes Difficult Terrain until cleared. A creature can take an action to clear one 5-foot square of this Difficult Terrain.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Level 4 Spells
Stone Grasp

Level 4 Conjuration

Casting Time: Action
Range: 60 feet
Components: V, S, M (a handful of powdered granite)
Duration: Concentration, up to 1 minute

Stone hands erupt from the ground in a 15-foot-radius Sphere centered on a point you can see within range. The area is Difficult Terrain for the duration.

When the hands appear, each creature of your choice in the Sphere must make a Strength saving throw. On a failed save, a creature has the Restrained condition for the duration. On a successful save, it isn't Restrained.

At the start of each creature's turn while it is Restrained by the spell, it takes 2d8 Bludgeoning damage.

A creature Restrained by the spell can take an action to repeat the saving throw, ending the Restrained condition on itself on a success.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Level 5 Spells
Avalanche

Level 5 Evocation

Casting Time: Action
Range: 90 feet
Components: V, S, M (a stone fragment)
Duration: Instantaneous

You slam divine will into the land, causing stone strata to shear apart and collapse in a crushing wave.

Choose a point on the ground that you can see within range. Each creature in a 20-foot-radius Sphere centered on that point must make a Dexterity saving throw.

On a failed save, a creature takes 6d8 Bludgeoning damage and has the Prone and Restrained conditions as rubble falls around it. On a successful save, it takes half as much damage only.

A creature Restrained by the rubble can take an action to make a Strength (Athletics) check against your spell save DC, freeing itself on a success.

The ground in the Sphere becomes Difficult Terrain until cleared. A creature can take an action to clear one 5-foot square of this Difficult Terrain.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Faith Domain

Authoritative corrected version

Replace the sourcebook version in full. The printed text incorrectly overstates divine certainty and uses superseded mechanics and progression.

The complete corrected Faith Domain is the August 17, 2026 version also published in KRD 2.2.0. See the KRD 2.2.0 entry above for its feature-by-feature mechanical summary.

Complete corrected rules

Replace the printed domain rules with the following text.

Faith Domain Features

Cleric LevelFeatures
3Faith’s Conviction, Faith Domain Spells, Channel Divinity: Manifest Belief
6Guided by Divinity
10Domain Intercession: Steadfast Faith
17Herald of Faith
Level 3: Faith’s Conviction

Your devotion anchors your spirit and steadies your judgment, allowing practiced faith to sustain you when uncertainty might otherwise break your resolve.

Creedbound Disciple. You gain proficiency in one of the following skills of your choice: Insight, Persuasion, or Religion.

When you make a Charisma (Persuasion), Wisdom (Insight), or Intelligence (Religion) check, you can treat a d20 roll of 7 or lower as an 8.

Unshakable Conviction. When you fail an ability check or saving throw, you can take a Reaction to reroll the d20. You must use the new roll.

Once you use this benefit, you can’t use it again until you finish a Long Rest.

Level 3: Faith Domain Spells

Your connection to your deity ensures you always have certain spells ready. When you reach a Cleric level specified in the Faith Domain Spells table, you thereafter always have the listed spells prepared.

Faith Domain Spells
Cleric LevelPrepared Spells
3Bless, Command, Conviction’s Mantle†, Cure Wounds
5Lesser Restoration, Warding Bond
7Dispel Magic, Prayer of Resolve†
9Beacon of Faith†, Freedom of Movement

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Manifest Belief

You give form to your devotion, strengthening unwavering resolve or opening an enemy to divine scrutiny. You gain the following ways to use your Channel Divinity.

Steadfast Resolve. As a Bonus Action, you expend one use of your Channel Divinity and choose yourself or one willing creature you can see within 30 feet of yourself. The creature gains Temporary Hit Points equal to your Cleric level, and for 1 minute it has Advantage on saving throws to avoid or end the Charmed and Frightened conditions.

In addition, the creature can’t be moved against its will, and magical effects can’t reduce its Speed below half its normal Speed.

If you use Steadfast Resolve on a creature already affected by it, the previous effect ends.

Divine Scrutiny. As a Magic action, you expend one use of your Channel Divinity and choose one creature you can see within 30 feet of yourself. Choose Force, Necrotic, or Radiant damage when you use this option. The target must make a Charisma saving throw against your spell save DC.

On a failed save, the target takes damage of the chosen type equal to 2d10 + your Cleric level and is laid bare before the divine until the start of your next turn. On a successful save, the target takes half as much damage only.

While laid bare, the Invisible condition has no effect on the target, and attack rolls against it have Advantage.

Level 6: Guided by Divinity

Your bond with your deity steadies those who place their trust in you.

Whenever you cast a level 1+ Cleric spell that targets only one willing creature and doesn’t deal damage to that creature, the target gains Temporary Hit Points equal to half your Cleric level plus your Wisdom modifier.

In addition, when a creature you can see within 30 feet of yourself fails a saving throw, you can take a Reaction to allow that creature to reroll the saving throw. The creature must use the new roll.

You can take this Reaction only if you cast a level 1+ Cleric spell that targeted that creature since the start of your last turn.

You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 10: Domain Intercession: Steadfast Faith

Your unwavering belief creates a space where doubt cannot take hold and obstacles yield before conviction.

While you don’t have the Incapacitated condition, you emanate a 10-foot aura. You and your allies in the aura gain the following benefits:

The creature’s Speed can’t be reduced.

The creature ignores Difficult Terrain.

The creature has Immunity to the Charmed and Frightened conditions.

The creature has Advantage on saving throws against spells and magical effects that would control its actions or movement.

If a Charmed or Frightened ally enters the aura, that condition has no effect on the ally while it remains there.

Level 17: Herald of Faith

When your devotion draws a direct answer, your god’s presence no longer appears only through miracles. It takes form beside you. The Herald confirms that the deity has answered your call, but it does not confirm that every belief, interpretation, or judgment you hold is correct.

As a Magic action, you summon a celestial Herald shaped by your deity’s nature in an unoccupied space you can see within 30 feet of yourself. The Herald uses the Herald of Faith stat block below and remains for 1 minute, until it is reduced to 0 Hit Points, until you have the Incapacitated condition, or until your Concentration ends, as if concentrating on a spell.

The Herald is a separate creature. It occupies its own space and acts immediately after your turn. It can move and take Reactions on its own, and it follows your verbal or telepathic commands without requiring an action from you. If you issue no command, it takes the Dodge action and uses its movement only to avoid obvious harm or protect you.

Its appearance, voice, weapons, and demeanor reflect your deity’s nature: serene, wrathful, radiant, shadowed, merciful, terrifying, or strange.

Once you summon the Herald, you can’t do so again until you finish a Long Rest unless you expend a level 7+ spell slot to restore your use of this feature.

Herald of Faith

Medium Celestial, alignment matches your deity

Armor Class 18
Hit Points 95
Speed 30 ft., Fly 40 ft.

STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)12 (+1)18 (+4)16 (+3)

Skills Insight +10, Perception +10
Resistances Necrotic, Radiant
Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 20
Languages understands the languages you speak; telepathy 120 ft.
Proficiency Bonus equals your Proficiency Bonus

Divine Bond. The Herald acts immediately after your turn. If you have the Incapacitated condition or lose Concentration on this feature, the Herald vanishes.

Embodied Doctrine. When the Herald appears, choose Force, Necrotic, or Radiant damage. The choice should reflect your deity’s nature. The Herald uses the chosen damage type for its Radiant Blade and Divine Rebuke.

Actions

Multiattack. The Herald makes two Radiant Blade attacks.

Radiant Blade. Melee Attack Roll: your spell attack modifier, reach 5 feet. Hit: 1d8 + your Wisdom modifier Slashing damage plus 1d6 damage of the type chosen for Embodied Doctrine.

Divine Rebuke (1/Summoning). Each creature of the Herald’s choice in a 10-foot Emanation originating from it must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 4d8 damage of the type chosen for Embodied Doctrine. On a successful save, it takes half as much damage.

Merciful Touch (2/Summoning). The Herald touches one willing creature within 5 feet of itself and ends one condition affecting that creature that could be ended by the Lesser Restoration spell.

Bonus Actions

Faithful Ward. The Herald chooses one creature it can see within 60 feet of itself. The target gains 15 Temporary Hit Points and has Advantage on the next saving throw it makes before the start of the Herald’s next turn.

The Herald can use Faithful Ward a number of times equal to your Proficiency Bonus during each summoning.

Reactions

Shield of Devotion. When a creature the Herald can see within 30 feet of itself takes damage, the Herald reduces that damage by 1d10 + your Wisdom modifier.

Unique Spells

Level 2 Spells
Conviction’s Mantle

Level 2 Abjuration

Casting Time: Bonus Action
Range: Self, 10-foot Emanation
Components: V
Duration: Concentration, up to 1 minute

A mantle of divine conviction radiates from you.

For the duration, you and your allies in the Emanation have Advantage on saving throws to avoid or end the Charmed and Frightened conditions.

In addition, the first time each affected creature makes a saving throw on its turn, that creature can roll 1d4 and add the number rolled to the saving throw.

Level 3 Spells
Prayer of Resolve

Level 3 Enchantment

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call upon your god to steel the hearts of the faithful. Choose up to three willing creatures you can see within range.

Once before the spell ends, when a chosen creature fails a saving throw, that creature can reroll the saving throw and must use the new roll.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Level 5 Spells
Beacon of Faith

Level 5 Abjuration

Casting Time: Action
Range: Self, 30-foot Emanation
Components: V, S
Duration: Concentration, up to 1 minute

A palpable sign of divine presence manifests around you, holding the faithful at the threshold between life and death.

For the duration, your allies in the Emanation have Advantage on Death Saving Throws.

In addition, the first time each ally in the Emanation would be reduced to 0 Hit Points but not killed outright, that creature drops to 1 Hit Point instead.

A creature can benefit from this protection only once during each casting of this spell.

Fauna Domain

Anointed of the Wild

Restored Anointed of the Wild as the parent level-3 feature.

Bestial Benediction

Changed from an independent Level 3 feature to a subordinate component of Anointed of the Wild.

Fauna Domain Spells

Restored the heading Level 3: Fauna Domain Spells and placed it after Anointed of the Wild.

Channel Divinity: Call of the Sacred Kin

Added explicit expenditure of one use of Channel Divinity.

Sacred Kin

Removed duplicate Proficiency Bonus application from the companion chassis and incorporated the intended modifiers directly into its statistics.

Reason: Prevents Proficiency Bonus from being counted twice.

Sacred Kin — Command

Retained the Bonus Action command requirement.

Reason: Preserves meaningful competition with the Cleric's normal Bonus Action economy.

Totemic Presence — Bear

Narrowed its recurring Temporary Hit Point protection rather than allowing unrestricted party-wide renewal.

Reason: Prevents Bear from mechanically dominating the other Totem choices.

Totemic Presence — Owl

Adjusted timing so its Initiative benefit can operate before Initiative is resolved.

Reason: Makes the feature function under current Initiative and Surprise rules.

Menagerie's Ward

Changed damage reduction timing to once per round per creature.

Reason: Allows the ward to protect against damage received on enemy turns.

Sacred Packmate

Added a complete ability-score chassis.

Reason: Allows saving throws and ability checks involving the summoned creatures to be resolved normally.

Totemic Presence

Presented as Level 10: Domain Intercession: Totemic Presence.

Aspect of the Menagerie

Moved from Cleric level 14 to level 17.

Complete corrected rules

Replace the printed domain rules with the following text.

Fauna Domain Features

Cleric LevelFeatures
3Fauna Domain Spells, Anointed of the Wild, Bestial Benediction, Channel Divinity: Call of the Sacred Kin
6Packbond
10Domain Intercession: Totemic Presence
17Aspect of the Menagerie
Level 3: Anointed of the Wild

The Beasts of the world know something sacred in you. Whether they answer with trust, caution, hunger, or warning, they recognize that you stand within the divine order of living instinct.

You gain proficiency in Animal Handling or Nature.

You can communicate simple ideas and emotions with Beasts even if you don't share a language. You understand their basic moods, needs, fears, warnings, and intentions. This doesn't make a Beast automatically Friendly or more intelligent, but it allows meaningful exchange.

In addition, a nonhostile Beast won't willingly attack you unless you or your companions attack it first, threaten its young, invade its lair, threaten its survival, or the Beast is magically compelled, diseased, starving, corrupted, terrified, or otherwise driven beyond ordinary instinct, as determined by the GM.

You also know the Druidcraft cantrip if you don't already know it.

Bestial Benediction

When you cast a level 1+ Cleric spell that targets a willing creature, you can choose one willing target of the spell and grant it one of the following beast boons until the start of your next turn.

Eagle's Sight. The creature has Advantage on Wisdom (Perception) checks.

Wolf's Swiftness. The creature's Speed increases by 10 feet.

Lion's Courage. The creature has Advantage on saving throws to avoid or end the Frightened condition.

Serpent's Guile. The creature has Advantage on Wisdom (Insight) checks.

You can grant a beast boon a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 3: Fauna Domain Spells

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

Cleric LevelPrepared Spells
3Animal Friendship, Guiding Bolt, Heroism, Speak with Animals
5Enhance Ability, Spiritual Beast†
7Fear, Menagerie's Ward†
9Commune with Nature, Summon Sacred Pack†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Call of the Sacred Kin

You call to the Beasts of the land, and one of its great survivors answers.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity to call a Beast appropriate to the region, such as a wolf, elk, eagle, boar, serpent, crocodile, hound, raven, panther, bear, ram, owl, or similar animal. The GM determines which kinds of Beasts can reasonably answer in the environment.

The Beast appears in an unoccupied space you can see within 60 feet of yourself. It is a living creature rather than a spirit or Construct. While it answers your call, it becomes your Sacred Kin and uses the Sacred Kin stat block.

If no appropriate Beast can answer the call, the Channel Divinity use isn't expended.

The Sacred Kin is Friendly to you and your companions and acts immediately after your turn. It can move and take Reactions on its own.

On your turn, you can take a Bonus Action to command it. If you do, it can take one action on its turn and can use any Bonus Action granted by its Sacred Form. If you issue no command, it takes the Dodge action and uses its movement only to protect itself, remain near you, or avoid obvious harm.

The Sacred Kin isn't magically enslaved. It won't obey a command that is needlessly cruel, suicidal, or contrary to its basic nature, although it may willingly risk its life to defend you, your allies, its home, or a sacred purpose.

The Sacred Kin remains until it is reduced to 0 Hit Points, you dismiss it as a Bonus Action, you use this Channel Divinity again, or you finish a Long Rest. It can also depart if circumstances make remaining impossible.

Sacred Kin

Medium or Large Beast, Unaligned

Armor Class 13 + your Proficiency Bonus
Hit Points 10 + six times your Cleric level
Speed 40 ft.

AbilityScoreModifier
Strength16+3
Dexterity14+2
Constitution16+3
Intelligence4−3
Wisdom14+2
Charisma10+0

Saving Throws Dex +2 plus your Proficiency Bonus, Wis +2 plus your Proficiency Bonus
Skills Perception +2 plus your Proficiency Bonus, Survival +2 plus your Proficiency Bonus
Senses Darkvision 60 ft.; Passive Perception 12 + your Proficiency Bonus
Languages understands the languages you speak but can't speak
Proficiency Bonus equals your Proficiency Bonus

Wild Survivor. The Sacred Kin has Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Actions

Rending Strike. Melee Attack Roll: your spell attack modifier, reach 5 feet. Hit: 1d8 + your Wisdom modifier + your Proficiency Bonus Piercing or Slashing damage, chosen when the Sacred Kin appears.

At Cleric level 10, the attack deals 2d8 + your Wisdom modifier + your Proficiency Bonus damage instead.

Sacred Form

When the Sacred Kin appears, choose one of the following forms appropriate to the animal called.

Fang. Wolves, panthers, crocodiles, great cats, and other killing Beasts. Once on each of its turns when the Sacred Kin hits a creature with Rending Strike, the attack deals an extra 1d6 damage if one of the Sacred Kin's allies is within 5 feet of the target.

Horn. Elk, boars, rams, bulls, stags, and other charging Beasts. If the Sacred Kin moves at least 20 feet straight toward a creature and then hits it with Rending Strike on the same turn, the target must succeed on a Strength saving throw against your spell save DC or have the Prone condition.

Hide. Bears, oxen, great boars, turtles, and other enduring Beasts. The Sacred Kin's Hit Point maximum increases by an amount equal to twice your Cleric level. In addition, when a creature within 5 feet of it is hit by an attack, the Sacred Kin can take a Reaction to reduce the damage by 1d8 + your Wisdom modifier.

Wing. Eagles, owls, hawks, ravens, bats, and other flying Beasts. The Sacred Kin has a Fly Speed of 60 feet and doesn't provoke Opportunity Attacks when it flies out of an enemy's reach. Each damage die of its Rending Strike is a d6 instead of a d8.

Runner. Hounds, horses, deer, antelope, cats, and other swift Beasts. The Sacred Kin's Speed becomes 60 feet. After it moves at least 20 feet on its turn, it can take the Dash or Disengage action as a Bonus Action.

Serpent. Snakes, lizards, constrictors, and other coiling Beasts. Once on each of its turns when the Sacred Kin hits with Rending Strike, it can force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target takes Poison damage equal to your Wisdom modifier and has Disadvantage on the next attack roll it makes before the end of its next turn.

Level 6: Packbond

Your divine communion with Beasts teaches you how living creatures survive together: by warning, circling, guarding, and striking as one.

You have Resistance to Poison damage and Advantage on saving throws against disease.

Whenever you finish a Short or Long Rest, choose a number of creatures you can see up to your Wisdom modifier (minimum of one). You can choose yourself and your Sacred Kin. The chosen creatures form your pack until you finish your next Short or Long Rest.

While a pack member is within 30 feet of you, it gains the following benefits.

Shared Instinct. The pack member adds your Wisdom modifier (minimum of +1) to its Initiative rolls.

Closing Movement. Once on each of its turns, when the pack member moves toward another pack member it can see, its Speed increases by 10 feet until the end of that turn.

Guard the Pack. When a pack member you can see within 30 feet of yourself is hit by an attack, you can take a Reaction to impose Disadvantage on that attack roll, potentially causing the attack to miss.

You can use Guard the Pack a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 10: Domain Intercession: Totemic Presence

Your presence carries the authority of many sacred Beasts. Those near you feel the pack gather, even when no animal is seen.

While you don't have the Incapacitated condition, you and allies within 10 feet of yourself have Immunity to the Frightened condition.

When Initiative is rolled, before any Initiative rolls are made, you can invoke one of the following totemic archetypes. The chosen archetype lasts for 1 minute or until you have the Incapacitated condition.

Bear. At the start of each of your turns, choose yourself or one ally within 10 feet of yourself. The chosen creature gains Temporary Hit Points equal to twice your Wisdom modifier (minimum of 2).

Wolf. Allies of your choice within 10 feet of yourself gain a +5-foot bonus to Speed. Once on each of their turns, when such an ally hits a creature that is within 5 feet of one of the ally's allies, the attack deals extra damage equal to your Wisdom modifier.

Owl. You and allies of your choice within 10 feet of yourself have Advantage on Initiative rolls, and attack rolls against those creatures don't gain Advantage solely because the attacker is unseen.

Serpent. When a hostile creature of your choice starts its turn within 10 feet of yourself, it must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on the first attack roll it makes before the start of its next turn.

Once you invoke a totemic archetype, you can't do so again until you finish a Long Rest unless you expend one use of your Channel Divinity to use this feature again.

Level 17: Aspect of the Menagerie

You become the meeting place of claw, feather, hide, horn, and fang. The divine menagerie gathers around you, not as servants, but as living instinct made manifest.

As a Bonus Action, you emanate a 30-foot Emanation of sacred beast energy for 1 minute. The Emanation ends early if you have the Incapacitated condition.

While it lasts, you gain the following benefits.

Menagerie's Grace. You and allies of your choice in the Emanation gain a +10-foot bonus to Speed, Darkvision out to 60 feet, and Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Predator's Warning. When a hostile creature of your choice starts its turn in the Emanation, it must make a Wisdom saving throw against your spell save DC. On a failed save, it has the Frightened condition until the start of its next turn.

Sacred Mauling. Once on each of your turns when you or your Sacred Kin deals damage to a creature in the Emanation, you can force that creature to make a Strength saving throw against your spell save DC. On a failed save, spectral claws, hooves, wings, or coils give it the Restrained condition until the start of your next turn.

Call the Living Sign. When you activate this feature, you can immediately use Call of the Sacred Kin without expending Channel Divinity. If you already have a Sacred Kin, it instead regains Hit Points equal to half its Hit Point maximum.

Once you use Aspect of the Menagerie, you can't use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Spiritual Beast

Level 2 Conjuration

Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call a brief divine manifestation of animal instinct in an unoccupied space you can see within range. The manifestation takes the form of a spectral Beast such as a wolf, hawk, lion, serpent, boar, or stag.

When you cast the spell, make a melee spell attack against one creature within 5 feet of the Beast. On a hit, the target takes 1d8 + your spellcasting ability modifier Radiant or Necrotic damage, chosen when you cast the spell.

As a Bonus Action on your later turns, you can move the Beast up to 30 feet to an unoccupied space you can see and repeat the attack against a creature within 5 feet of it.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for every two slot levels above 2.

Level 4 Spells
Menagerie's Ward

Level 4 Abjuration

Casting Time: Action
Range: Self, 30-foot Emanation
Components: V, S
Duration: Concentration, up to 1 minute

Sacred animal signs gather around you: circling wings, warning growls, antlers of light, watchful eyes, and the sound of distant hooves.

For the duration, you and allies of your choice in the Emanation gain the following benefits:

Advantage on Wisdom (Perception) checks.

Advantage on saving throws to avoid or end the Frightened condition.

A +10-foot bonus to Speed while moving toward an ally.

When an affected creature takes damage, reduce that damage by 1d8. A creature can benefit from this damage reduction only once per round.

Using a Higher-Level Spell Slot. The damage reduction increases by 1d8 for every two slot levels above 4.

Level 5 Spells
Summon Sacred Pack

Level 5 Conjuration

Casting Time: Action
Range: 60 feet
Components: V, S, M (a tooth, feather, claw, or tuft of fur from a local Beast)
Duration: Concentration, up to 1 hour

You call sacred Beasts of the region to fight beside you. Choose two Beasts appropriate to the environment, such as wolves, hounds, boars, ravens, eagles, serpents, panthers, crocodiles, or similar creatures. The GM determines which Beasts can reasonably answer.

The Beasts appear in unoccupied spaces you can see within range and use the Sacred Packmate stat block. They resemble the Beasts called and are Friendly to you and your companions.

In combat, the Packmates share your Initiative count and take their turns immediately after yours. They follow your verbal commands without requiring an action from you. If you issue no command, they take the Dodge action and use their movement only to protect themselves, remain near you, or avoid danger.

The Packmates are living animals called by divine recognition rather than spirits. When the spell ends, they depart if able.

Sacred Packmate

Medium Beast, Unaligned

Armor Class 15
Hit Points 30
Speed 40 ft.

AbilityScoreModifier
Strength16+3
Dexterity14+2
Constitution16+3
Intelligence4−3
Wisdom14+2
Charisma10+0

Skills Perception +4
Senses Darkvision 60 ft.; Passive Perception 14
Languages understands the languages you speak but can't speak

Actions

Pack Strike. Melee Attack Roll: your spell attack modifier, reach 5 feet. Hit: 1d8 + your spellcasting ability modifier Piercing or Slashing damage. If another Sacred Packmate or one of the target's enemies is within 5 feet of the target, the attack deals an extra 1d6 damage.

Using a Higher-Level Spell Slot. Each Sacred Packmate gains 10 additional Hit Points for each spell slot level above 5.

Fire Domain

Fire Domain Spells

Restored as Level 3: Fire Domain Spells within the level-3 feature sequence.

Channel Divinity: Ignite the Blaze

Added explicit expenditure of one use of Channel Divinity and standardized activation terminology.

Burning Conviction — Cinderbolt

Changed from a 1-minute enhanced attack mode to a single two-bolt volley per use.

Reason: Prevents one limited-use activation from generating repeated enhanced attacks for an entire combat.

Hearthfire

Limited the number of affected creatures according to the feature's revised targeting.

Reason: Prevents defensive output from scaling freely with party size.

Flame-Tending

Replaced unsupported "minor action" terminology with the appropriate current action terminology.

Flame-Sheltered Flesh

Clarified environmental protection around nonmagical Fire damage.

Reason: Prevents Fire protection from unintentionally granting immunity to unrelated environmental hazards.

Beacon of Flame

Corrected its damage-rider timing so it functions on the affected ally's turn.

Flame Made Certain

Presented as Level 10: Domain Intercession: Flame Made Certain.

Crucible of Sujaz

Moved from Cleric level 14 to level 17.

Inferno of Judgment

Changed entry-damage timing to trigger on the affected enemy's own turn.

Reason: Prevents repeated damage through forced-movement cycling.

Seed in the Ash

Clarified its death-prevention trigger.

Reason: Removes ambiguity about how many creatures can receive the prevention during one activation.

Complete corrected rules

Replace the printed domain rules with the following text.

Fire Domain Features

Cleric LevelFeatures
3Fire Domain Spells, Emberheart, Channel Divinity: Ignite the Blaze
6Burning Conviction
10Domain Intercession: Flame Made Certain
17Crucible of Sujaz
Level 3: Emberheart

The sacred flame knows you as kin. Its heat warms without harming, its smoke parts before your breath, and its hunger waits upon your will.

You know the Produce Flame cantrip if you don't already know it.

Flame-Sheltered Flesh

You have Resistance to Fire damage.

In addition, you have Immunity to Fire damage from nonmagical sources, including ordinary flames and environmental heat. You can breathe normally in smoke or heated air produced by nonmagical fire.

This protection doesn't allow you to breathe without air or while submerged in lava, molten metal, ash, or another substance, and it doesn't protect you from hazards other than Fire damage, such as pressure, falling debris, toxic fumes, crushing force, or being Restrained or buried.

While you are in physical contact with one or more creatures, you can choose to extend this protection to them. A creature remains protected as long as it remains in uninterrupted physical contact with you or with another creature you are protecting in this way.

Flame-Tending

As a Magic action, you manipulate a nonmagical flame you can see within 30 feet of yourself in one of the following ways:

You create a small divine flame capable of igniting a candle, torch, lantern, brazier, campfire, or similarly prepared nonmagical fuel, even if the fuel is damp or wet. This flame is too small to deal damage.

You extinguish a Tiny nonmagical flame, such as a candle, torch, or lantern.

You extinguish one nonmagical fire that fits within a 5-foot Cube, such as a campfire, brazier, or small bonfire.

Level 3: Fire Domain Spells

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

Cleric LevelPrepared Spells
3Burning Hands, Continual Flame, Flame Wreath†, Heat Metal
5Beacon of Flame†, Protection from Energy
7Fire Shield, Wall of Fire
9Flame Strike, Purifying Inferno†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Ignite the Blaze

You call sacred fire into the world and decide whether it comes as shelter or ruin.

As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and choose Hearthfire or Wildfire.

Hearthfire

Choose a point you can see within 60 feet of yourself. Sacred fire blooms in a 15-foot-radius Sphere centered on that point, then fades.

Choose a number of creatures in the Sphere up to your Wisdom modifier (minimum of one creature). Each chosen creature gains Temporary Hit Points equal to 2d8 + your Cleric level and can immediately end the Frightened or Poisoned condition on itself.

The flame sheds Bright Light until the start of your next turn. Nonmagical Darkness can't obscure this light.

Wildfire

Choose a point you can see within 60 feet of yourself. Sacred fire, sparks, smoke, and cinders erupt in a 15-foot-radius Sphere centered on that point.

Each creature of your choice in the Sphere must make a Dexterity saving throw against your spell save DC.

On a failed save, a creature takes Fire damage equal to 2d10 + your Cleric level and catches fire if it is wearing or carrying nonmagical flammable material. On a successful save, it takes half as much damage only.

A creature on fire in this way takes 1d4 Fire damage at the start of its next turn, after which the flames go out unless it is covered in especially flammable material, as determined by the GM. Before taking this damage, the creature can take an action to extinguish the flames. Another creature within 5 feet of it can take the Help action to extinguish them.

Unattended nonmagical flammable objects in the Sphere ignite.

Level 6: Burning Conviction

Your faith gives flame weight. In your hands, fire hardens into cinders, burning stones, and ash-shot force.

You have Immunity to the Frightened condition while you can see a flame within 30 feet of yourself.

In addition, you can manifest sacred fire through one of the following expressions. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Cinderbolt

As a Magic action, you hurl two bolts of burning cinders. Make a ranged spell attack for each bolt against a target you can see within 60 feet of yourself.

On a hit, a bolt deals 1d8 Fire damage plus 1d8 Bludgeoning damage.

If a target hit by a cinderbolt is wearing or carrying nonmagical flammable material, it must succeed on a Dexterity saving throw against your spell save DC or catch fire.

A creature on fire in this way takes 1d4 Fire damage at the start of its next turn, after which the flames go out unless it is covered in especially flammable material, as determined by the GM. Before taking this damage, the creature can take an action to extinguish the flames. Another creature within 5 feet of it can take the Help action to extinguish them.

Unattended nonmagical flammable objects hit by a cinderbolt ignite.

Ashen Surge

As a Magic action, you unleash a wave of superheated ash and cinders in a 15-foot Cone.

Each creature in the Cone must make a Dexterity saving throw against your spell save DC.

On a failed save, a creature takes 2d8 Fire damage plus 2d8 Bludgeoning damage and has the Prone condition. On a successful save, it takes half as much damage only.

Unattended nonmagical flammable objects in the Cone ignite.

Level 10: Domain Intercession: Flame Made Certain

Your fire no longer merely burns. It refines. Fear, poison, weakness, and false strength wither in its heat.

Fire damage you deal with Cleric spells and Fire Domain features ignores Resistance to Fire damage.

In addition, once on each of your turns when you deal Fire damage with a Cleric spell or Fire Domain feature, choose yourself or one ally you can see within 30 feet of yourself. The chosen creature gains Temporary Hit Points equal to your Wisdom modifier (minimum of 1) and can immediately end one of the following conditions on itself: Charmed, Frightened, or Poisoned.

Your Burning Conviction also improves in the following ways:

Cinderbolt. Each cinderbolt deals 2d8 Fire damage plus 1d8 Bludgeoning damage on a hit.

Ashen Surge. The Cone increases to 30 feet. On a failed save, a creature's Speed is also reduced by 10 feet until the start of your next turn.

Level 17: Crucible of Sujaz

You call down the truth of sacred fire: warmth and ruin, shelter and destruction, purification and ash. For a moment, the world around you becomes a furnace of divine consequence.

As a Bonus Action, you create a Sphere of sacred fire centered on yourself. Choose the Sphere's radius when you create it: 5, 10, 15, 20, 25, or 30 feet.

The Sphere moves with you and lasts for 1 minute, until you dismiss it (no action required), or until you have the Incapacitated condition.

The Sphere spreads around corners and fills its area with flame, heat, ash, and burning light. It sheds Bright Light for 60 feet and Dim Light for an additional 60 feet.

Unattended nonmagical flammable objects in the Sphere ignite. Fires started in this way continue burning normally after the feature ends until extinguished.

On a turn when the Sphere ends or you dismiss it, you can take a Bonus Action to extinguish nonmagical fires within the Sphere's chosen radius. This extinguishes only fires currently within that radius.

While the Sphere lasts, you gain the following benefits.

Flame-Sheltered Chosen

You and creatures of your choice in the Sphere have Immunity to Fire damage and can breathe normally in smoke, heated air, and ash created by the Sphere.

Inferno of Judgment

When a hostile creature starts its turn in the Sphere or enters the Sphere for the first time on its own turn, it must make a Dexterity saving throw against your spell save DC.

On a failed save, it takes 4d8 Fire damage plus 2d8 Bludgeoning damage and has the Prone condition. On a successful save, it takes half as much damage only.

A creature makes this saving throw only once on each of its turns.

Crucible Mercy

At the start of each of your turns, choose one creature of your choice in the Sphere. That creature regains Hit Points equal to 2d8 + your Wisdom modifier, and you can end one of the following conditions on it: Charmed, Frightened, or Poisoned.

Seed in the Ash

The first time during each use of Crucible of Sujaz that you or one creature of your choice in the Sphere would be reduced to 0 Hit Points but not killed outright, that creature drops to 1 Hit Point instead.

When this happens, fire blooms harmlessly around that creature, and hostile creatures of your choice within 10 feet of it take Fire damage equal to your Cleric level.

Once you use Crucible of Sujaz, you can't use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Flame Wreath

Level 2 Evocation

Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You wreathe yourself in divine flame, a living mantle of sacred fire.

For the duration, you shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

When a creature within 5 feet of you hits you with a melee attack, it takes 1d8 Fire damage.

In addition, once on each of your turns when you hit a creature within 5 feet of yourself with a melee attack or spell attack, the attack deals an extra 1d6 Fire damage.

Unattended nonmagical flammable objects you touch while the spell lasts ignite.

Using a Higher-Level Spell Slot. The retaliatory Fire damage increases by 1d8 for every two spell slot levels above 2.

Level 3 Spells
Beacon of Flame

Level 3 Evocation

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call a pillar of sacred flame into being at a point you can see within range. The beacon fills a 10-foot-radius, 20-foot-high Cylinder and sheds Bright Light for 60 feet and Dim Light for an additional 60 feet.

Allies of your choice in the beacon's light have Advantage on saving throws to avoid or end the Frightened condition.

The first time on each affected ally's turn that it deals Fire or Radiant damage, one damage roll of that effect gains a bonus equal to your spellcasting ability modifier.

A hostile creature that enters the Cylinder for the first time on its turn or starts its turn there must make a Dexterity saving throw. On a failed save, it takes 3d6 Fire damage. On a successful save, it takes half as much damage.

Unattended nonmagical flammable objects in the Cylinder ignite when the beacon appears.

Using a Higher-Level Spell Slot. The damage dealt to hostile creatures increases by 1d6 for each spell slot level above 3.

Level 5 Spells
Purifying Inferno

Level 5 Evocation

Casting Time: Action
Range: 60 feet
Components: V, S, M (a coal dusted with holy oil, consumed by the spell)
Duration: Instantaneous

A storm of divine flame, ash, and burning light erupts in a 20-foot-radius Sphere centered on a point you can see within range.

Each creature of your choice in the area must make a Dexterity saving throw.

On a failed save, a creature takes 6d8 Fire damage and 2d8 Radiant damage. On a successful save, it takes half as much damage.

A creature that fails the saving throw can't regain Hit Points until the start of your next turn.

Choose any number of allies in the area. Each chosen creature can end one of the following conditions on itself: Charmed, Frightened, or Poisoned. A creature that ends one of these conditions also gains Temporary Hit Points equal to your spellcasting ability modifier.

Unattended nonmagical flammable objects in the area ignite.

Using a Higher-Level Spell Slot. The Fire damage increases by 1d8 for each spell slot level above 5.

Flora Domain

Flora Domain Spells

Restored as Level 3: Flora Domain Spells within the level-3 feature sequence.

Channel Divinity: Breath of the World

Added explicit expenditure of one use of Channel Divinity and standardized activation terminology.

Breath of the World — Bloom

A creature can regain Hit Points from Bloom only once during each use of Breath of the World.

Reason: Prevents repeated healing of the same creature from one Channel Divinity activation.

Flora Domain Spell Table

Replaced Grasping Vine with the already-created unique spell Wrath of the Wilds†.

Reason: Restores consistency between the spell table and the domain's actual Unique Spells package.

Verdant Renewal

Adjusted base healing to 3d8 + spellcasting ability modifier.

Reason: Establishes appropriate value for the unique level-2 healing spell.

Wrath of the Wilds

Removed a redundant escape provision and corrected recurring trigger timing.

Reason: Eliminates nonfunctional text and prevents forced-movement damage multiplication.

Razorleaf Tempest

Presented as Level 10: Domain Intercession: Razorleaf Tempest and corrected its territorial trigger timing.

Bloom of Ages

Moved from Cleric level 14 to level 17.

Seed of Return

Clarified as one qualifying death-prevention event during each activation.

Complete corrected rules

Replace the printed domain rules with the following text.

Flora Domain Features

Cleric LevelFeatures
3Nature’s Blessing, Flora Domain Spells, Channel Divinity: Breath of the World
6Bloomward Blight
10Domain Intercession: Razorleaf Tempest
17Bloom of Ages
Level 3: Nature’s Blessing

The green world knows you. Root, thorn, blossom, vine, and seed recognize the divine order moving through your breath.

You gain proficiency in the Nature or Medicine skill or with the Herbalism Kit.

You also learn the Druidcraft cantrip if you don’t already know it. It counts as a Cleric cantrip for you.

Green Communion

You can communicate simple ideas with plants, including ordinary nonmagical plants. You understand their basic condition, needs, recent disturbances, and whether blight, poison, magic, a Magical Contagion, or another unnatural influence affects them.

This feature doesn’t make plants intelligent or automatically obedient. A tree can’t recount a conversation in words, but it might convey that blood touched its roots, fire came from the east, iron boots passed nearby, the water tastes wrong, or something dead walked beneath its branches.

Verdant Passage

You ignore Difficult Terrain caused by nonmagical plants.

In addition, you have Advantage on saving throws and ability checks you make to avoid or escape magical plants that would Grapple, Poison, Restrain, slow, or otherwise impede you.

Healing Bloom

When you restore Hit Points to a creature with a level 1+ Cleric spell, you can cause a brief bloom of divine plant life to appear around the target. The target gains Temporary Hit Points equal to your Wisdom modifier (minimum of 1).

You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 3: Flora Domain Spells

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

Cleric LevelPrepared Spells
3Entangle, Healing Word, Barkskin, Verdant Renewal†
5Plant Growth, Revivify
7Blight, Wrath of the Wilds†
9Commune with Nature, Miracle Harvest†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Breath of the World

You exhale sacred growth into the battlefield. Roots split stone, flowers open in blood, vines rise from dust, and the land distinguishes those sheltered by your god from those reclaimed by it.

As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and create divine plant growth in a 20-foot-radius Sphere centered on a point you can see within 60 feet of yourself. The growth lasts for 1 minute, until you dismiss it (no action required), or until you have the Incapacitated condition.

The area is Difficult Terrain for hostile creatures. You and creatures of your choice ignore this Difficult Terrain.

When the growth appears, you invoke one Verdant Expression immediately. On your later turns while the growth lasts, you can take a Bonus Action to invoke one Verdant Expression again, choosing the same expression or a different one each time.

Verdant Expressions

Bloom. Choose one creature in the area. It regains Hit Points equal to 1d8 + your Wisdom modifier. A creature can regain Hit Points from Bloom only once during each use of Breath of the World.

Root. Choose one hostile creature in the area. It must succeed on a Strength saving throw against your spell save DC or have the Restrained condition until the start of your next turn.

Thorn. Choose one hostile creature in the area. Until the start of your next turn, the first time the creature willingly moves, makes a melee attack, or takes a Reaction, it takes Slashing damage equal to 1d8 + your Wisdom modifier.

Sap. Choose one hostile creature in the area. It must succeed on a Strength saving throw against your spell save DC or have its Speed halved and be unable to take the Dash action until the start of your next turn.

Pollen. A 10-foot-radius Sphere of choking pollen appears at a point you can see in the area and lasts until the start of your next turn. The Sphere is Lightly Obscured for hostile creatures. When a hostile creature in the Sphere attempts to cast a spell with a Verbal component, it must succeed on a Constitution saving throw against your spell save DC or the spell fails. If the spell required a spell slot, that slot isn’t expended.

Spore. Choose one hostile creature in the area. It must make a Constitution saving throw against your spell save DC. On a failed save, it takes 1d8 Poison damage and has the Poisoned condition until the start of your next turn. On a successful save, it takes half as much damage only.

Level 6: Bloomward Blight

Your healing does not merely close wounds. It teaches life to defend itself.

You have Resistance to Poison damage and Advantage on saving throws against the Poisoned condition and Magical Contagions.

In addition, when you restore Hit Points to a creature with a level 1+ Cleric spell, you can choose one hostile creature you can see either within 10 feet of the healed creature or within an area of magical plant growth you created with a Cleric spell or Flora Domain feature.

The hostile creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes Poison damage equal to 1d8 + your Wisdom modifier and has Disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, it takes half as much damage only.

You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 10: Domain Intercession: Razorleaf Tempest

Your sacred growth sharpens. Leaves become blades, pollen becomes punishment, sap clings like judgment, and thorns answer violence before blood reaches the ground.

Once per round, when a hostile creature you can see enters an area of magical plant growth you created with a Cleric spell or Flora Domain feature for the first time on a turn or starts its turn there, you can force that creature to make a Dexterity saving throw against your spell save DC.

On a failed save, the creature takes 2d8 Slashing damage, and its Speed is reduced by 10 feet until the start of its next turn. On a successful save, it takes half as much damage only.

In addition, your Verdant Passage improves. You ignore Difficult Terrain caused by plants, whether those plants are magical or nonmagical.

Level 17: Bloom of Ages

The ancient green world remembers itself through you. For a moment, battlefield, ruin, road, or throne room becomes sacred ground beneath the patience of roots.

As a Bonus Action, you create a 30-foot Emanation of sacred plant growth originating from yourself. The grove lasts for 1 minute and moves with you. It ends early if you have the Incapacitated condition.

While the grove lasts, you gain the following benefits.

Living Sanctuary. You and allied creatures of your choice in the grove have Resistance to Necrotic and Poison damage.

Relentless Renewal. At the start of each of your turns, choose yourself or one creature of your choice in the grove. The chosen creature regains Hit Points equal to 1d8 + your Wisdom modifier.

Reclaiming Growth. The grove is Difficult Terrain for hostile creatures. You and allied creatures of your choice ignore this Difficult Terrain.

Thorned Judgment. When a hostile creature starts its turn in the grove, it must make a Strength saving throw against your spell save DC. On a failed save, choose one of the following effects for that creature:

It has the Restrained condition until the start of its next turn.

It takes 3d8 Slashing damage.

It has the Poisoned condition until the start of its next turn.

It can’t provide Verbal components for spells until the start of its next turn as sacred pollen chokes its breath.

On a successful save, the creature suffers no effect.

Seed of Return. The first time during each use of this feature that you or a creature of your choice in the grove would be reduced to 0 Hit Points but not killed outright, that creature drops to 1 Hit Point instead, and healing blossoms erupt around it.

Once you use Bloom of Ages, you can’t use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Verdant Renewal

Level 2 Transmutation

Casting Time: Action
Range: 30 feet
Components: V, S, M (a seed or fresh leaf)
Duration: Instantaneous

You cause restorative plant life to bloom around one creature you can see within range. The target regains 3d8 + your spellcasting ability modifier Hit Points.

If the target is standing on earth, soil, grass, moss, roots, or other natural plant growth, it also gains Temporary Hit Points equal to your spellcasting ability modifier.

If the target has the Poisoned condition, it can immediately make a Constitution saving throw against your spell save DC, ending the condition on itself on a success.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

Level 4 Spells
Wrath of the Wilds

Level 4 Conjuration

Casting Time: Action
Range: 60 feet
Components: V, S, M (a thorn, root, or strip of bark)
Duration: Concentration, up to 1 minute

Roots, vines, thorns, and choking pollen erupt in a 20-foot-radius Sphere centered on a point you can see within range. The area is Difficult Terrain for creatures of your choice.

When the area appears, each creature of your choice in it must make a Strength saving throw. On a failed save, a creature takes 3d8 Piercing damage and has the Restrained condition until the start of its next turn. On a successful save, it takes half as much damage only.

For the duration, when a creature of your choice enters the area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 2d8 Poison damage and has Disadvantage on the next Constitution saving throw it makes to maintain Concentration before the start of its next turn. On a successful save, it takes half as much damage only.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of level 5 or higher, choose its Piercing damage or Poison damage. The chosen damage increases by 1d8 for each spell slot level above 4.

Level 5 Spells
Miracle Harvest

Level 5 Conjuration

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a handful of clean soil and a seed)
Duration: 24 hours

You bless the ground, causing miraculous edible growth to emerge. Choose a point on earth, soil, sand, ash, stone cracked by roots, or another surface the GM determines can receive divine plant life. A cluster of sacred fruits, grains, tubers, mushrooms, or other nourishing plants appears in a 10-foot-radius Sphere centered on that point.

The harvest provides enough food and clean water for up to ten creatures for 24 hours.

In addition, up to six creatures that eat from the harvest during the spell’s duration regain 2d8 + your spellcasting ability modifier Hit Points and can end one Magical Contagion or the Poisoned condition affecting them. A creature can benefit from this healing and cleansing only once per casting.

The harvest withers when the spell ends. If used to restore a blighted field, consecrate a grove, feed a starving community, or heal poisoned land, the GM may decide that some nonmagical growth remains.

Using a Higher-Level Spell Slot. For each spell slot level above 5, the harvest can feed ten additional creatures, and one additional creature can benefit from its healing and cleansing.

Foresight Domain

Foresight Domain Spells

Restored as Level 3: Foresight Domain Spells within the level-3 feature sequence.

Channel Divinity: Prophetic Disruption

Added explicit expenditure of one use of Channel Divinity.

Prophetic Disruption

Rewritten to trigger when an enemy is about to make a specific attack roll or force a saving throw.

Reason: Removes ambiguity involving spells and effects with multiple targets or rolls.

Vision's Apex

Presented as Level 10: Domain Intercession: Vision's Apex.

Pierce the Veil

Moved from Cleric level 14 to level 17.

Exposed Intent

Reduced repeated intent declarations from multiple hostile creatures to one priority enemy at a time.

Reason: Reduces Keeper bookkeeping while preserving the domain's signature predictive mechanic.

Prophetic Intercession

Added language preventing it from modifying a roll already affected by Warning Glimpse or Prophetic Disruption.

Reason: Prevents multiple Foresight defenses from stacking on the same roll through the capstone's additional Reaction.

Pierce the Veil — Activation

Added activation immediately before Initiative is rolled, with later Bonus Action activation remaining available.

Reason: Allows its predictive battlefield benefits to function before Initiative has already resolved.

Surprise Terminology

Replaced obsolete "can't be Surprised" language with current Initiative-based mechanics where appropriate.

Foresight's Grasp

Updated its Initiative/Surprise interaction accordingly.

Complete corrected rules

Replace the printed domain rules with the following text.

Foresight Domain Features

Cleric LevelFeatures
3Foretold Path, Foresight Domain Spells, Channel Divinity: Prophetic Disruption
6Eye Beyond the Veil
10Domain Intercession: Vision’s Apex
17Pierce the Veil
Level 3: Foretold Path

Your insight sharpens reality’s edges, revealing moments of consequence before they fully unfold.

You gain proficiency in Insight or Perception.

You learn the Guidance cantrip if you don’t already know it. When you cast it, the spell may appear as a flicker of possible outcome: a whispered warning, a flash of movement, or the memory of a mistake not yet made.

Petition the Coming Hour

When you finish a Long Rest, you can spend 10 minutes in prayer, meditation, omen-reading, or silent communion with your deity, contemplating a specific course of action you or your companions might take before your next Long Rest.

Ask the GM one question about the likely consequence, danger, opportunity, or hidden complication of that course of action. The GM answers truthfully, but the answer may be brief, symbolic, cryptic, incomplete, or shaped by your deity’s nature.

The answer reflects what your deity permits you to glimpse from the current circumstances. It doesn’t account for major choices, random events, or interventions that occur after the communion, and it doesn’t compel any creature’s actions.

Once you use this benefit, you can’t use it again until you finish a Long Rest.

Warning Glimpse

When a creature you can see within 30 feet of yourself is hit by an attack, you can take a Reaction to call out a warning. The target gains a bonus to AC against the triggering attack equal to your Wisdom modifier (minimum of +1), potentially causing the attack to miss.

You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 3: Foresight Domain Spells

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

Cleric LevelPrepared Spells
3Augury, Detect Magic, Detect Thoughts, See Invisibility
5Clairvoyance, Temporal Instinct†
7Arcane Eye, Divination
9Commune, Foresight’s Grasp†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Prophetic Disruption

You see the strike, spell, or calamity a heartbeat before it arrives, and your warning breaks the enemy’s certainty.

When a creature you can see within 60 feet of yourself is about to make an attack roll against a creature or cause one or more creatures to make a saving throw, you can take a Reaction, present your Holy Symbol, and expend one use of your Channel Divinity.

Choose one creature affected by the triggering attack or effect and apply the appropriate benefit.

Foreseen Strike. If the triggering creature is about to make an attack roll against the chosen creature, that attack roll has Disadvantage.

Foreseen Peril. If the triggering effect causes the chosen creature to make a saving throw, the chosen creature has Advantage on that saving throw.

If the affected attack misses or the chosen creature succeeds on the affected saving throw, the triggering creature takes Psychic damage equal to 2d8 + your Wisdom modifier.

Level 6: Eye Beyond the Veil

Your vision slips ahead of the present, catching the outline of things before light admits they are there.

You can see Invisible creatures and objects within 30 feet of yourself, provided they aren’t behind Total Cover.

Attack rolls against you don’t have Advantage solely because the attacker is unseen by you, provided the attacker is within 30 feet of yourself.

You have Advantage on saving throws against illusion spells and magical effects and on ability checks you make to discern illusions.

In addition, you can draw on a brief glimpse of your own immediate future. When you make an attack roll, ability check, or saving throw, you can roll 1d4 and add it to the roll. You can do so after rolling the d20 but before the outcome is determined.

You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Level 10: Domain Intercession: Vision’s Apex

Your visions sharpen from fleeting warnings into branching moments of tactical certainty. In battle, you do not merely see danger; you see where your allies must stand to survive it.

When you roll Initiative, choose yourself and a number of allies you can see within 30 feet of yourself up to your Wisdom modifier (minimum of one ally). Each chosen creature becomes forewarned for 1 minute.

Once before the effect ends, when a forewarned creature is hit by an attack or fails a saving throw, that creature can take a Reaction to roll 1d6 and add the number rolled to its AC against the triggering attack or to the triggering saving throw, potentially causing the attack to miss or the saving throw to succeed.

After resolving the triggering attack or saving throw, the creature can move up to 10 feet without provoking Opportunity Attacks.

The effect ends on a creature after it uses this Reaction.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend one use of your Channel Divinity to use it again.

Level 17: Pierce the Veil

Your sight passes beyond sight. For a brief span, every hostile motion, hidden shape, false image, and fatal possibility shines before you like a path already walked.

When you are about to roll Initiative, you can activate this feature before making the roll, no action required. You can also activate it as a Bonus Action on your turn.

The feature lasts for 1 minute. For the duration, you have Truesight out to 60 feet and emanate prophetic clarity in a 30-foot Emanation. The feature ends early if you have the Incapacitated condition.

While the Emanation lasts, you gain the following benefits.

Veil-Piercing Sight

You and allies of your choice in the Emanation have Advantage on Initiative rolls.

In addition, attack rolls against you and those allies can’t have Advantage solely because the attacker is unseen.

Exposed Intent

When you activate this feature, and again at the start of each of your turns while it lasts, choose one hostile creature you can see in the Emanation.

The GM states one immediate intent that creature is likely to pursue before the start of your next turn.

An intent might include attacking a particular creature, casting a spell, using a notable ability, moving toward a position, fleeing, protecting an ally, seizing an object, or attacking a fallen creature.

The revealed creature isn’t compelled to follow that intent. If circumstances change before it acts, or if it perceives that its intended action has been anticipated or countered, it can change tactics normally. Forcing such a change is itself an expression of your foresight: you revealed one possible future and caused another to replace it.

Prophetic Intercession

When the creature chosen by Exposed Intent makes an attack roll or causes a creature to make a saving throw as part of its revealed intent, you can take a Reaction and choose one of the following benefits:

Foreseen Attack. One target of the attack gains a bonus to AC against that attack equal to your Wisdom modifier (minimum of +1), potentially causing the attack to miss.

Foreseen Peril. One creature affected by the triggering effect has Advantage on one saving throw caused by that effect.

If the affected attack misses or the chosen creature succeeds on the affected saving throw, the hostile creature takes Psychic damage equal to 2d8 + your Wisdom modifier.

You can’t use Prophetic Intercession on an attack roll or saving throw already affected by your Warning Glimpse or Prophetic Disruption.

Opened Future

While this feature lasts, you can take one additional Reaction each round. This additional Reaction can be used only for Prophetic Intercession.

Once you use Pierce the Veil, you can’t use it again until you finish a Long Rest.

Unique Spells

Level 3 Spells
Temporal Instinct

Level 3 Divination

Casting Time: Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You align your senses with the next few seconds, reading the shape of danger before it fully arrives.

For the duration, you gain the following benefits:

You have Advantage on Dexterity saving throws.

Opportunity Attacks against you have Disadvantage.

Once before the spell ends, when an attack roll would hit you, you can take a Reaction to gain a +3 bonus to AC against that attack, potentially causing it to miss.

Using a Higher-Level Spell Slot. The AC bonus increases by 1 for each spell slot level above 3.

Level 5 Spells
Foresight’s Grasp

Level 5 Divination

Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You grant one willing creature you can see within range a sustained glimpse of immediate futures.

Until the spell ends, the target gains the following benefits:

The target has Advantage on Initiative rolls.

Attack rolls against the target can’t have Advantage solely because the attacker is unseen.

The target has Advantage on Dexterity saving throws.

Once before the spell ends, when the target is hit by an attack, it can take a Reaction to force the attacker to reroll the attack roll and use the lower roll.

Using a Higher-Level Spell Slot. You can target one additional willing creature for each spell slot level above 5.

Gravewarden Domain

Keeper of the Final Boundary

Restored Keeper of the Final Boundary as the parent level-3 feature.

Graveward Intercession

Changed from an independent Level 3 feature to a subordinate component of Keeper of the Final Boundary.

Seal the Remains

Changed from an independent Level 3 feature to a subordinate component of Keeper of the Final Boundary.

Reason: Graveward Intercession and Seal the Remains are components of Keeper of the Final Boundary rather than separate subclass features.

Gravewarden Domain Spells

Restored the heading Level 3: Gravewarden Domain Spells and placed it within the level-3 feature sequence.

Channel Divinity: Rebuke the Defiler

Added explicit expenditure of one use of Channel Divinity and standardized activation terminology.

Graveward Intercession

Changed its timing so the Reaction occurs when the protected effect would occur rather than after it has already occurred.

Reason: Allows the protection to apply to the triggering effect.

Soul Recall

Clarified that its target must still be alive and at 0 Hit Points.

Reason: Prevents an unintended low-level resurrection pathway.

Lesser Corporeal Undead

Defined applicable lesser corporeal Undead as Skeletons, Zombies, Crawling Claws, or similar corporeal Undead of CR 1/2 or lower animated from remains.

Reason: Removes undefined adjudication around "lesser" Undead.

Grave's Refusal

Clarified that its protection actually prevents Hit Point maximum reduction, soul trapping, possession, and involuntary transformation when applicable.

Grave Denial

Presented as Level 10: Domain Intercession: Grave Denial.

Warden of the Final Veil

Moved from Cleric level 14 to level 17 and clarified its protective Reaction timing.

Complete corrected rules

Replace the printed domain rules with the following text.

Gravewarden Domain Features

Cleric LevelFeatures
3Keeper of the Final Boundary, Gravewarden Domain Spells, Channel Divinity: Rebuke the Defiler
6Last Witness
10Domain Intercession: Grave Denial
17Warden of the Final Veil
Level 3: Keeper of the Final Boundary

The final threshold recognizes your authority. Through you, the grave closes against thieves, necrotic force falters, and the dying are not abandoned to violation.

You gain proficiency in Medicine or Religion.

You learn the Spare the Dying cantrip if you don’t already know it. When you cast Spare the Dying, the target also gains Temporary Hit Points equal to your Wisdom modifier (minimum of 1) if it survives until the start of its next turn.

Graveward Intercession

When a creature you can see within 30 feet of yourself would take Necrotic damage, have its Hit Point maximum reduced, have its soul trapped, be possessed, or be transformed into an Undead against its will, you can take a Reaction to ward that creature against the triggering effect.

The creature has Resistance to the triggering Necrotic damage. In addition, until the start of your next turn, its Hit Point maximum can't be reduced, and it can't have its soul trapped, be possessed, or be transformed into an Undead unless it is willing.

These protections apply to the triggering effect.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Seal the Remains

As a Magic action, you touch a corpse or remains and seal them against lesser animation for 24 hours.

For the duration, the remains can't be animated as a Skeleton, Zombie, Crawling Claw, or another corporeal Undead of CR 1/2 or lower animated from those remains, except by the Wish spell.

You can have a number of corpses or remains sealed in this way at one time equal to your Wisdom modifier (minimum of one). If you exceed this number, the oldest seal ends.

Level 3: Gravewarden Domain Spells

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

Cleric LevelPrepared Spells
3Gentle Repose, Protection from Evil and Good, Quiet Passage†, Soul Recall†
5Dispel Magic, Speak with Dead
7Death Ward, Ebbing Light†
9Dispel Evil and Good, Rest Eternal†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Rebuke the Defiler

You present your Holy Symbol and name a trespass against death. The grave answers, marking the defiler with a silence no command over the dead can fully escape.

As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and choose one creature you can see within 60 feet of yourself.

The target must make a Wisdom saving throw against your spell save DC.

On a failed save, the target takes Radiant damage equal to 2d10 plus your Cleric level and is marked as a defiler for 1 minute. On a successful save, it takes half as much damage only.

While marked, the target suffers the following effects:

It has Disadvantage on Constitution saving throws made to maintain Concentration on Necromancy spells.

The first time on each of its turns that it deals Necrotic damage, creates or raises an Undead, commands an Undead, traps a soul, possesses a creature, or reduces a creature's Hit Point maximum, it takes Radiant damage equal to your Wisdom modifier + half your Cleric level, rounded down (minimum of 1).

Undead creatures under the target's control have Disadvantage on attack rolls against you.

The marked creature repeats the Wisdom saving throw at the end of each of its turns, ending the mark on itself on a success.

Level 6: Last Witness

The dead are not tools, and those who profane them may find the grave answering through the very corpse they tried to command.

When a hostile creature you can see within 60 feet of yourself creates, raises, summons, or commands a Skeleton, Zombie, Crawling Claw, or another corporeal Undead of CR 1/2 or lower animated from remains, you can take a Reaction to choose one such Undead affected by that creature that you can see within 60 feet of yourself.

The chosen Undead moves up to 10 feet toward the hostile creature without provoking Opportunity Attacks.

It then explodes in a burst of grave-light and bone. Each hostile creature of your choice within 10 feet of it must make a Dexterity saving throw against your spell save DC.

On a failed save, a creature takes 2d8 Radiant damage and can't regain Hit Points until the start of your next turn. On a successful save, it takes half as much damage only.

The chosen Undead is destroyed. If it was animated from a corpse or remains, those remains can't be raised as an Undead again for 24 hours except by the Wish spell.

You can use Last Witness a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Level 10: Domain Intercession: Grave Denial

The dead are not spoils, and death is not a resource to be stolen. When a body falls, you can seal it in a burst of sanctifying force before another will can claim it.

When a creature you can see within 60 feet of yourself dies, or when an Undead creature you can see within 60 feet of yourself is reduced to 0 Hit Points, you can take a Reaction to consecrate the body in a violent release of grave power.

Each hostile creature of your choice within 10 feet of the body must make a Constitution saving throw against your spell save DC. A creature maintaining Concentration on a Necromancy spell has Disadvantage on this saving throw.

On a failed save, a creature takes Radiant damage equal to 3d8 + your Wisdom modifier and can't regain Hit Points until the start of your next turn. On a successful save, it takes half as much damage only.

The body can't be raised as an Undead for 24 hours except by the Wish spell.

You can use Grave Denial a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 17: Warden of the Final Veil

You become the visible boundary between death and desecration. Around you, the grave shuts its doors, the dead remember their rest, and necromantic power finds no easy purchase.

As a Bonus Action, you manifest the Final Veil for 1 minute. For the duration, you emanate a 30-foot Emanation and gain the following benefits.

Veilward. You and allies of your choice in the Emanation have Resistance to Necrotic damage. In addition, their Hit Point maximums can't be reduced, and they can't have their souls trapped, be possessed, or be transformed into Undead unless they are willing.

No Stolen Dead. Corpses and remains in the Emanation can't be animated as Undead.

If a hostile effect would create, raise, summon, or command a Skeleton, Zombie, Crawling Claw, or another corporeal Undead of CR 1/2 or lower animated from remains in the Emanation, you can use Last Witness against one affected Undead without expending a use of Last Witness. You must still take the Reaction required by that feature.

Final Censure. When an enemy of your choice starts its turn in the Emanation while it is maintaining Concentration on a Necromancy spell, controlling an Undead, or benefiting from Resistance to Necrotic damage, it must make a Wisdom saving throw against your spell save DC.

On a failed save, it takes 4d8 Radiant damage, and its Speed is reduced by 10 feet until the start of its next turn. On a successful save, it takes half as much damage only.

Grave's Refusal. When an enemy in the Emanation causes a creature in the Emanation to take Necrotic damage, have its Hit Point maximum reduced, have its soul trapped, or be possessed, or when that enemy commands an Undead in the Emanation, you can take a Reaction to force the enemy to make a Wisdom saving throw against your spell save DC.

On a failed save, Necrotic damage dealt by the triggering effect to creatures in the Emanation is halved. Any Hit Point maximum reduction, soul trapping, possession, or command caused by the triggering effect fails against creatures or Undead in the Emanation. The enemy also takes Radiant damage equal to your Cleric level.

On a successful save, the triggering effect is unchanged, and the enemy takes Radiant damage equal to half your Cleric level, rounded down.

Once you use Warden of the Final Veil, you can't use it again until you finish a Long Rest.

Unique Spells

Level 1 Spells
Quiet Passage

Level 1 Abjuration

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You speak a prayer of stillness over the dying and the restless, calling death back into sacred order.

Choose up to three creatures within range that have 0 Hit Points. Each target becomes Stable.

In addition, choose one Undead creature you can see within range. The Undead must make a Wisdom saving throw.

On a failed save, it has the Frightened condition until the end of your next turn. If the Undead is a Skeleton, Zombie, Crawling Claw, or another corporeal Undead of CR 1/2 or lower animated from remains, it also takes Radiant damage equal to 1d8 + your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The Radiant damage increases by 1d8 for each spell slot level above 1.

Level 2 Spells
Soul Recall

Level 2 Divination

Casting Time: Bonus Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call a fading soul back from the threshold, not to deny death forever, but to insist that this is not yet its appointed moment.

Choose one living creature within range that is at 0 Hit Points, isn't a Construct or Undead, and was reduced to 0 Hit Points within the last round.

The target regains 1 Hit Point.

Until the spell ends, the target sheds Dim Light in a 5-foot radius. If the target would be reduced to 0 Hit Points again before the spell ends, you can take a Reaction to make it Stable after it is reduced to 0 Hit Points, provided it isn't killed outright.

A creature can benefit from Soul Recall only once per Long Rest.

Using a Higher-Level Spell Slot. You can target one additional eligible creature for each spell slot level above 2.

Level 4 Spells
Ebbing Light

Level 4 Abjuration

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You suppress false vitality, stolen vigor, and necromantic persistence, forcing unnatural endurance to gutter like a dying flame.

Choose up to two creatures you can see within range. Each target must make a Constitution saving throw.

On a failed save, the target can't regain Hit Points or gain Temporary Hit Points and loses Resistance to Necrotic damage for the duration. If the target is Undead, it also takes 3d10 Radiant damage.

On a successful save, the target is otherwise unaffected, but an Undead target takes half as much Radiant damage.

An affected target repeats the Constitution saving throw at the end of each of its turns, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Level 5 Spells
Rest Eternal

Level 5 Abjuration

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a silver coin placed over each eye or upon the remains)
Duration: Until dispelled

You sanctify a corpse or remains, sealing them against forces that would disturb their rest.

The target can't be raised as an Undead or transformed into an Undead by any means short of the Wish spell.

Spells and magical effects that would trap, bind, command, or contact the target's soul fail unless the soul is willing and the GM determines the effect isn't hostile to its passage.

This spell doesn't prevent resurrection magic if the soul is willing to return.

Casting Rest Eternal again on the same remains renews the sanctification.

Industrious Domain

Industrious Domain Spells

Restored as Level 3: Industrious Domain Spells within the level-3 feature sequence.

Channel Divinity: Overclock

Added explicit expenditure of one use of Channel Divinity and standardized activation terminology.

Overclock — Bad Timing

Separated roll-based Disadvantage from attempted use of an object, tool, mechanism, vehicle, siege engine, or structure.

Reason: Disadvantage applies to a D20 Test, not to an abstract non-roll "use."

Foreperson's Prerogative

Corrected incomplete option text to Direct the Crew or Sabotage.

Load-Bearing Doctrine

Presented as Level 10: Domain Intercession: Load-Bearing Doctrine.

Reinforce — Armor or Shield

Changed damage reduction timing to once per round.

Reason: Allows the feature to function when the wearer takes damage on another creature's turn.

Undermine — Armor or Shield

The first attack roll against the wearer each round gains +1d4.

Reason: Gives the minute-long effect coherent recurring functionality.

Blessing of the Work

Clarified that Reinforce's numerical bonus doesn't stack with an existing magical bonus of the same kind; use the higher bonus.

Reason: Prevents unintended stacking between the spell and +1/+2/+3 magic equipment.

Blessing of the Work — Undermine

Clarified that Undermine can offset an existing numerical magical bonus but doesn't reduce the item's inherent magical bonus below +0.

Strategic Convergence

Changed Command the Flow from "once on each of your turns" to once per round.

Reason: Allows it to function when affected creatures make attacks, saving throws, or ability checks outside the Cleric's turn.

Divine Engine

Moved from Cleric level 14 to level 17.

Divine Engine — Dismantle

Removed unreachable language allowing AC reduction to reach −2 while the first reduction expired before another could be applied.

Reason: Removes mechanically impossible text.

Complete corrected rules

Replace the printed domain rules with the following text.

Industrious Domain Features

Cleric LevelFeatures
3Master of the Craft, Industrious Domain Spells, Channel Divinity: Overclock
6Foreperson’s Prerogative
10Domain Intercession: Load-Bearing Doctrine
17Divine Engine
Level 3: Master of the Craft

Your deity teaches that creation is disciplined devotion. Every cut, brace, stitch, rivet, and repair can become a prayer when performed with purpose.

The first lesson of sacred labor is not that you always possess the perfect tool. It is that you learn to recognize the tool already present. A hammer is a tool. So is a willing hand, a steady back, a sharp eye, and a voice that knows when to say, “Now.”

You gain proficiency in one of the following skills of your choice: Arcana, Athletics, History, Investigation, or Perception.

You also gain proficiency in one other skill of your choice.

You gain proficiency with one Artisan’s Tool of your choice and gain Expertise with that tool.

You learn the Mending cantrip if you don’t already know it. You also learn the Bracework† cantrip. It counts as a Cleric cantrip for you and doesn’t count against the number of Cleric cantrips you know.

Applied Expertise

You know how to turn instruction into competence. With a correction, demonstration, or precisely timed command, you help a creature perform a task as though trained for the work.

When a creature you can see or hear within 30 feet of yourself makes an ability check using a skill or tool, you can take a Reaction to improve its training for that check. Choose the applicable benefit:

Practical Instruction. If the creature lacks proficiency in the skill or tool, it can add its Proficiency Bonus to the check.

Refined Technique. If the creature has proficiency in the skill or tool but doesn’t already have Expertise with it, its Proficiency Bonus is doubled for that check.

Master’s Correction. If the creature already adds double its Proficiency Bonus to the check, it has Advantage on the check.

You can use Applied Expertise a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

Level 3: Industrious Domain Spells

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

Cleric LevelPrepared Spells
3Identify, Sanctuary, Blessing of the Work†, Eureka Burst†
5Heat Metal, Dispel Magic
7Fabricate, Otiluke’s Resilient Sphere
9Creation, Strategic Convergence†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Overclock

You invoke divine production rhythm, forcing a system into heightened output. Work quickens, timing sharpens, muscles align, and the whole process either accelerates or jams at your command.

As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and choose Reinforce the Crew or Jam the Works.

Reinforce the Crew

Choose up to two willing creatures within 30 feet of yourself, including yourself. Each chosen creature can immediately use its Reaction to do one of the following:

Move up to half its Speed.

Make one weapon attack.

Make one ability check using a tool or interacting with an object, mechanism, vehicle, siege engine, or structure.

For 1 minute, each chosen creature also gains the following benefits.

Divine Momentum. The creature’s Speed increases by 10 feet.

Steady Power. The creature has Advantage on Strength checks, Strength saving throws, and ability checks made using tools.

Perfect Timing. Once before the duration ends, when the creature makes an attack roll, ability check, or saving throw, it can treat a d20 roll of 9 or lower as a 10.

Jam the Works

Choose up to two hostile creatures you can see within 30 feet of yourself. Each target must make a Wisdom saving throw against your spell save DC.

On a failed save, the target’s equipment, timing, and physical rhythm falter for 1 minute. On a successful save, it is unaffected.

While faltering, the target suffers the following effects.

Broken Cadence. The target’s Speed is reduced by 10 feet.

Bad Timing. Once on each of the target’s turns, when it makes an attack roll or ability check, or attempts to use an object, tool, mechanism, vehicle, siege engine, or structure, you can interfere with the attempt, no action required.

If the triggering attempt involves an attack roll or ability check, that roll has Disadvantage.

If the triggering attempt is the use of an object, tool, mechanism, vehicle, siege engine, or structure, Rework Required applies.

Rework Required. A use affected by Bad Timing fails unless the target spends an additional action on the same turn or on its next turn to complete it.

The target repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 6: Foreperson’s Prerogative

You know how to make labor proceed—and how to stop it cold. With a word, gesture, or hard glance, you decide whether the work of the moment moves cleanly or fails at the worst possible point.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

When you use this feature, choose Direct the Crew or Sabotage.

Direct the Crew

As a Bonus Action, choose one willing creature within 30 feet of yourself that can see or hear you. The chosen creature can use its Reaction to do one of the following:

Move up to half its Speed.

Make one weapon attack.

Take the Help action.

Make one ability check using a tool or interacting with an object, mechanism, vehicle, siege engine, or structure.

If the creature uses this Reaction to take the Help action or make an ability check using a tool, object, mechanism, vehicle, siege engine, or structure, it can add your Wisdom modifier (minimum of +1) to one relevant roll made as part of that Reaction.

Sabotage

When a hostile creature you can see within 30 feet of yourself makes an attack roll or ability check, or attempts to use an object, tool, mechanism, vehicle, siege engine, or structure, you can take a Reaction to interfere with its grip, leverage, timing, process, or equipment.

The triggering creature must make a Wisdom saving throw against your spell save DC.

On a failed save, choose one of the following effects.

Bad Grip. If the triggering event involves an attack roll or ability check, that roll has Disadvantage.

Lost Pace. The creature’s Speed is reduced by 10 feet until the end of its turn.

Fault in the Work. If the triggering event involves the use of an object, tool, mechanism, vehicle, siege engine, or structure, the use fails unless the creature spends an additional action on the same turn or on its next turn to complete it.

On a successful save, the creature is unaffected.

Level 10: Domain Intercession: Load-Bearing Doctrine

You understand that every weapon, wall, tool, machine, and formation has a place where strength gathers—and a place where failure begins.

As a Magic action, choose Reinforce or Undermine. The chosen operation lasts for 1 minute and ends early if you have the Incapacitated condition.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Reinforce

Choose a number of eligible targets up to your Wisdom modifier (minimum of one target) that you can see within 30 feet of yourself.

Eligible targets include weapons, suits of armor, shields, tools, objects, vehicles, siege engines, doors, barricades, mechanisms, or 10-foot sections of structures.

Each chosen target gains one benefit based on its form.

Weapon. The weapon counts as magical. Once on each of the wielder’s turns when it hits, it deals an extra 1d4 Radiant damage.

Armor or Shield. Once per round when the wearer takes damage, it can reduce that damage by 1d4 + your Wisdom modifier.

Tool. Ability checks made using the tool gain a +1d4 bonus.

Object, Vehicle, Siege Engine, Door, Barricade, Mechanism, or Structure. The target gains Temporary Hit Points equal to 20 + your Cleric level and has Resistance to Bludgeoning, Piercing, and Slashing damage for the duration.

A creature can benefit from only one suit of armor or shield affected by this feature at a time.

Undermine

Choose a number of eligible targets up to your Wisdom modifier (minimum of one target) that you can see within 30 feet of yourself.

Eligible targets include weapons, suits of armor, shields, tools, objects, vehicles, siege engines, doors, barricades, mechanisms, or 10-foot sections of structures.

If a chosen target is worn or carried by an unwilling creature, that creature must succeed on a Dexterity saving throw against your spell save DC or the object is affected. On a successful save, that target is unaffected.

Each affected target suffers one effect based on its form.

Weapon. Once on each of the wielder’s turns when the weapon deals damage, reduce that damage by 1d4 + your Wisdom modifier.

Armor or Shield. The first attack roll made against the wearer each round gains a +1d4 bonus.

Tool. Ability checks made using the tool take a 1d4 penalty.

Object, Vehicle, Siege Engine, Door, Barricade, Mechanism, or Structure. Attack rolls and ability checks made to damage, break, force open, disable, move, or collapse the target gain a +1d4 bonus.

A magic item can be affected by this feature, but its magic is not permanently altered.

Level 17: Divine Engine

You summon a radiant engine of divine craftsmanship: a shifting work of rune-framed beams, articulated arms, glowing braces, suspended tools, sacred pulleys, hammering pistons, and precise force. It does not merely fight. It works.

As a Magic action, you summon the Divine Engine in an unoccupied space you can see within 30 feet of yourself.

The Engine is a Large magical object that occupies its space, lasts for 1 minute, and vanishes early if you have the Incapacitated condition.

When you summon the Engine, choose one configuration: Bastion, Drive, or Dismantle. You can’t change the configuration during that use.

The Engine has AC 18, Hit Points equal to five times your Cleric level, Immunity to Poison and Psychic damage, and Resistance to Bludgeoning, Piercing, and Slashing damage. It automatically fails Dexterity saving throws and automatically succeeds on saving throws against being Charmed, Frightened, Poisoned, or knocked Prone.

Once you summon the Divine Engine, you can’t do so again until you finish a Long Rest.

Bastion Configuration

The Engine anchors itself as a radiant worksite bastion, bracing allies and reinforcing what must hold.

Allied creatures of your choice within 30 feet of the Engine gain a +1 bonus to AC.

At the start of each of your turns, choose one allied creature within 30 feet of the Engine. The chosen creature gains Temporary Hit Points equal to 2d8 + your Wisdom modifier.

Objects, vehicles, siege engines, doors, barricades, mechanisms, and structures of your choice within 30 feet of the Engine have Resistance to Bludgeoning, Piercing, and Slashing damage.

As a Bonus Action, you can command the Engine to brace one creature or object within 30 feet of it. Until the start of your next turn, the target can’t be moved against its will, and attack rolls made to break, force open, disable, move, or collapse it have Disadvantage.

Drive Configuration

The Engine synchronizes the battlefield into a pattern of productive force, turning every successful strike into follow-through.

Once on each of your turns, when you or an allied creature within 30 feet of the Engine hits a creature with an attack, the Engine can strike the same target with radiant force. The target takes 2d8 Radiant damage and must succeed on a Strength saving throw against your spell save DC or be pushed up to 10 feet away from the Engine.

Allied creatures of your choice within 30 feet of the Engine have Advantage on ability checks made to shove, grapple, lift, pull, carry, force open, or move objects.

As a Bonus Action, you can command the Engine to drive the crew forward. Choose up to two allied creatures within 30 feet of the Engine. Each chosen creature can move up to 10 feet without provoking Opportunity Attacks.

Dismantle Configuration

The Engine turns its sacred craft toward deconstruction, exposing weak points, loosening fastenings, and pulling enemy systems apart.

Hostile creatures of your choice within 30 feet of the Engine have Disadvantage on ability checks made using tools, objects, mechanisms, vehicles, siege engines, or structures.

Once on each of your turns, when you or an allied creature hits a hostile creature within 30 feet of the Engine with an attack, you can reduce that creature’s AC by 1 until the start of your next turn.

Objects, vehicles, siege engines, doors, barricades, mechanisms, and structures of your choice within 30 feet of the Engine lose Resistance to Bludgeoning, Piercing, and Slashing damage while the Engine remains.

As a Bonus Action, you can command the Engine to emit a dismantling pulse. Choose one object, vehicle, siege engine, door, barricade, mechanism, or 10-foot section of a structure within 30 feet of the Engine. Attack rolls and ability checks made to damage, break, force open, disable, move, or collapse that target have Advantage until the start of your next turn.

Engine of Labor

If you summon the Divine Engine outside combat, you can choose for it to last for 1 hour instead of 1 minute.

If you do, it can’t deal damage, affect hostile creatures, or use the radiant strike granted by Drive Configuration.

During this time, the Engine counts as ten skilled laborers and a full set of Artisan’s Tools for building, repairing, bracing, moving, dismantling, or reinforcing mundane objects, vehicles, siege engines, and structures.

It can’t create rare materials, produce spell components, craft magic items by itself, or complete work that requires specialized knowledge you or another participating creature lacks.

Unique Spells

Cantrips
Bracework

Transmutation Cantrip

Casting Time: Magic action
Range: Touch
Components: V, S
Duration: 1 minute

You touch one weapon, suit of armor, shield, tool, object, door, barricade, or 5-foot section of a structure and briefly reinforce or undermine its workmanship.

Choose Reinforce or Undermine.

Reinforce. The next attack roll, damage roll, ability check, or saving throw made using the target before the spell ends gains a +1 bonus. If the target is a weapon, it is considered magical for the purpose of that attack only. If the target is an object or structure, it instead gains Temporary Hit Points equal to your spellcasting ability modifier.

Undermine. The next attack roll, damage roll, ability check, or saving throw made using the target before the spell ends takes a −1 penalty. If the target is an object or structure, the next attack roll or ability check made to damage, break, force open, or disable it instead gains a +1 bonus.

If the target is worn or carried by an unwilling creature, that creature must succeed on a Dexterity saving throw against your spell save DC or the spell affects the target. On a successful save, the spell fails.

The spell ends after its bonus or penalty is applied.

Level 1 Spells
Blessing of the Work

Level 1 Transmutation

Casting Time: Magic action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one weapon, suit of armor, shield, tool, object, door, barricade, vehicle, siege engine, or 10-foot section of a structure and reinforce or undermine its workmanship.

Choose Reinforce or Undermine.

Reinforce

For the duration, the target gains one of the following benefits depending on its form.

Weapon. The weapon gains a +1 bonus to attack and damage rolls. If the weapon is nonmagical, it is considered magical for the duration.

Armor or Shield. The armor or shield grants a +1 bonus to AC.

Tool. Ability checks made using the tool gain a +1d4 bonus.

Object, Vehicle, Siege Engine, Door, Barricade, or Structure. The target gains Temporary Hit Points equal to 10 + your spellcasting ability modifier and has Advantage on saving throws made to resist being broken, forced open, disabled, moved, or collapsed.

Undermine

For the duration, the target suffers one of the following effects depending on its form.

Weapon. The weapon takes a −1 penalty to attack and damage rolls.

Armor or Shield. The armor or shield grants 1 less AC.

Tool. Ability checks made using the tool take a 1d4 penalty.

Object, Vehicle, Siege Engine, Door, Barricade, or Structure. Attack rolls and ability checks made to damage, break, force open, disable, move, or collapse the target gain a +1d4 bonus.

If the target is worn or carried by an unwilling creature, that creature must succeed on a Dexterity saving throw against your spell save DC or the spell affects the target. On a successful save, the spell fails.

A magic item can be affected by this spell, but its magic is not permanently altered.

A bonus granted by Reinforce to attack rolls, damage rolls, or AC doesn’t stack with a magical bonus of the same kind already granted by the target. Use the higher bonus.

When Undermine affects a magic weapon, suit of armor, or shield with a numerical magical bonus, the spell can offset that bonus but doesn’t reduce the item’s inherent magical bonus below +0.

A creature can benefit from only one suit of armor or shield affected by this spell at a time.

Using a Higher-Level Spell Slot. The spell improves according to the slot used:

Level 2: You can target up to two eligible targets that you touch as part of the casting.

Level 3: The bonus or penalty to weapons, armor, and shields increases to 2, and the Temporary Hit Points granted to objects, vehicles, siege engines, doors, barricades, and structures increase to 20 + your spellcasting ability modifier.

Level 4: You can target up to three eligible targets that you touch as part of the casting.

Level 5+: The bonus or penalty to weapons, armor, and shields increases to 3, and the Temporary Hit Points granted to objects, vehicles, siege engines, doors, barricades, and structures increase to 30 + your spellcasting ability modifier.

Eureka Burst

Level 1 Divination

Casting Time: Bonus Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You release a spark of divine clarity: a moment of perfect insight aimed at a creature, object, tool, mechanism, or structure you can see within range.

Choose one of the following effects.

Inspired Adjustment. You or one willing creature you choose within range adds 1d4 to the next ability check it makes using tools or an Intelligence-based skill before the spell ends.

Structural Weakness. You discern a visible fault, stress point, fracture, fastening, or point of leverage in one object, mechanism, Construct, vehicle, siege engine, door, barricade, or 10-foot section of a structure within range. The next attack roll or ability check made before the spell ends to damage, break, force open, disable, move, or collapse the target has Advantage.

Tactical Flash. Choose one creature within range. Until the start of your next turn, the first attack roll made against that creature by you or an ally has Advantage.

The spell ends after its benefit is applied.

Level 5 Spells
Strategic Convergence

Level 5 Divination

Casting Time: Magic action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You project a divine work schema across the battlefield, aligning chosen allies into a unified pattern of efficient action.

Choose up to three willing creatures within range.

For the duration, each target gains the following benefits.

Command the Flow. Once per round, when an affected creature makes an attack roll, saving throw, or ability check, you can take a Reaction to grant Advantage on that roll.

Adaptive Orders. As a Bonus Action, you can direct one affected creature to use its Reaction to do one of the following:

Move up to half its Speed.

Make one weapon attack.

Take the Help action.

Make one ability check using a tool or interacting with an object, mechanism, vehicle, siege engine, or structure.

Divine Overlay. You are aware of each target’s general physical condition—whether it is uninjured, wounded, or near defeat—for the duration.

Using a Higher-Level Spell Slot. You can target one additional willing creature for each spell slot level above 5.

Reaper Domain

Reaper's Seal

Retained as the parent opening level-3 feature.

Reaper Domain Spells

Restored the heading Level 3: Reaper Domain Spells and placed it within the level-3 feature sequence.

Deities Who Grant This Domain

The August 17 compiled book retains the July 26 list: Caelthorin, Isilkarion, Kieron, Luzion, Norvok Ironshroud, Olia, Tanaerithiel, and Vaylora.

Reaper Training

Removed automatic Martial weapon proficiency.

Reason: Preserves the Cleric's Divine Order choice between Protector and Thaumaturge.

Reaper's Mandate

Radiant Strike now triggers when you hit an Undead with a weapon attack or when an Undead takes damage from one of your Cleric cantrips.

Reason: Supports both Divine Strike and Potent Spellcasting paths rather than favoring only weapon attacks.

Reaper's Mandate

Final scaling moved from Cleric level 14 to 17.

Reason: Aligns the final subclass damage increase with the current Cleric subclass progression and avoids stacking that increase onto Improved Blessed Strikes at level 14.

Channel Divinity: Reaper's Sear

Rewritten as a separate Channel Divinity option rather than an alternate effect invoked while using Turn Undead.

Reason: Cleanly separates Reaper's Sear from Turn Undead and prevents ambiguity with the base Cleric's Sear Undead feature.

Reaper's Sear

Removed automatic Skeleton/Zombie destruction at level 3.

Reason: Moves outright destruction to later Reaper progression rather than granting it before the Cleric's own Sear Undead feature.

Seal of Rejection

Updated disease language to Magical Contagions.

Reason: Aligns with current SRD 5.2.1 terminology.

Grave Interdiction

Renamed Domain Intercession: Grave Interdiction.

Reason: Aligns the level-10 feature with Khassid Cleric structure.

Grave Interdiction — Final Rest

Added destruction of qualifying Skeletons and Zombies when they fail their saving throw against Reaper's Sear.

Reason: Places automatic final-rest escalation at level 10 and retains a saving throw before destruction.

Grave Interdiction — Sear the Leash

Clarified that it prevents commanding, controlling, healing, and creating or summoning additional Undead without automatically destroying or dismissing existing Undead.

Reason: Removes ambiguity around preexisting Undead and effects that sustain them.

Sancto vael Mortis

Moved from Cleric level 14 to 17.

Reason: Aligns the capstone with the current Cleric subclass chassis.

Sancto vael Mortis — The End Approaches

Entry damage now triggers when an Undead enters the Emanation on its own turn, and it can take that damage only once on each of its turns.

Reason: Prevents repeated damage through forced-movement cycling.

Gravefire Breach

Necrotic Resistance and Immunity suppression now applies only to Undead.

Reason: Aligns the mechanical effect with the spell's stated anti-Undead purpose.

Deities Who Grant This Domain

The August 17 compiled book retains the July 26 list: Caelthorin, Isilkarion, Kieron, Luzion, Norvok Ironshroud, Olia, Tanaerithiel, and Vaylora.

Reason: Reflects current Khassid design intent rather than default KRD domain assignment alone.

Reaper Domain Spells

Restored the heading Level 3: Reaper Domain Spells and placed it within the level-3 feature sequence.

Reaper's Seal → Reaper Domain Spells → Channel Divinity: Reaper's Sear

Reason: Restores the established SRD/KRD Cleric-domain presentation structure.

Complete corrected rules

Replace the printed domain rules with the following text.

Reaper Domain Features

Cleric LevelFeatures
3Reaper Domain Spells, Reaper’s Seal, Channel Divinity: Reaper’s Sear
6Seal of Rejection
10Domain Intercession: Grave Interdiction
17Sancto vael Mortis
Level 3: Reaper’s Seal

Your god marks your body and soul as forbidden ground to undeath. The dead may strike you, wound you, and even kill you, but they may not claim you.

Reaper Training

You gain proficiency in Religion or Survival.

Undeath Refusal

You can’t be transformed into an Undead.

If you die, your corpse can’t be animated, possessed, transformed, or otherwise made into an Undead by a magical effect.

Reaper’s Mandate

You are specially empowered to fight Undead. The Reaper’s Mandate table shows your permanent benefits.

Cleric LevelAttack and Save BonusRadiant Strike
3+11d8
6+12d8
10+22d8
17+33d8

You add the listed bonus to attack rolls you make against Undead.

You also add the listed bonus to saving throws you make against effects originating from Undead.

Once on each of your turns when you hit an Undead with a weapon attack or an Undead takes damage from one of your Cleric cantrips, you can deal the listed Radiant Strike damage to that Undead.

Undead Recoil

Undeath recoils from the divine seal placed upon you.

Once per turn for each Undead creature, when that creature hits you with a melee attack, it takes 1d8 Radiant damage.

You still take the attack’s normal damage and suffer its effects unless another feature says otherwise.

Level 3: Reaper Domain Spells

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

Cleric LevelPrepared Spells
3Detect Evil and Good, Gentle Repose, Gravebind†, Protection from Evil and Good
5Gravefire Breach†, Remove Curse
7Death Ward, Spirit Shackle†
9Dispel Evil and Good, Hallow

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Reaper’s Sear

Other Clerics turn the dead aside. You burn undeath where it stands.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity. Each Undead of your choice in a 30-foot Emanation originating from yourself must make a Wisdom saving throw against your spell save DC.

On a failed save, an Undead takes a number of d8s of Radiant damage equal to your Wisdom modifier + your Proficiency Bonus (minimum of 1d8). It also takes Radiant damage equal to your Wisdom modifier (minimum of 1) at the start of its next turn.

On a successful save, the Undead takes half as much initial damage only.

A non-Undead creature of your choice in the Emanation must also make this saving throw if it is magically commanding, controlling, animating, summoning, or sustaining one or more Undead through a spell, class feature, monster trait, magic item, or other magical effect.

On a failed save, that creature takes the same initial Radiant damage and takes Radiant damage equal to your Wisdom modifier (minimum of 1) at the start of its next turn. On a successful save, it takes half as much initial damage only.

Reaper’s Sear is a separate Channel Divinity effect from Turn Undead. Using Reaper’s Sear therefore doesn’t trigger your Sear Undead class feature.

Level 6: Seal of Rejection

The seal of your god hardens against lesser corruption. Undead may still wound you, but their baser grave-filth struggles to take root.

You gain the following benefits against effects originating from Undead:

You can’t gain the Poisoned condition from such an effect.

Your Speed can’t be reduced by such an effect unless the reduction results from the Grappled or Restrained condition.

You have Advantage on saving throws against such effects that would give you the Charmed, Frightened, or Paralyzed condition.

These benefits don’t protect you from Curses, Magical Contagions, reduction to your Hit Point maximum, Possession, or effects that prevent you from regaining Hit Points.

Level 10: Domain Intercession: Grave Interdiction

Your god’s seal no longer rejects only the touch of undeath. It rejects the hand that would use undeath as a tool.

Defilement Denied

You can’t be afflicted with a Curse or Magical Contagion by an Undead or by a magical effect originating from an Undead.

Final Rest

When a Skeleton or Zombie whose Challenge Rating is equal to or lower than your Proficiency Bonus fails its saving throw against your Reaper’s Sear, it is destroyed instead of taking the normal damage from that use of Reaper’s Sear.

Sear the Leash

Your Reaper’s Sear becomes more disruptive to undeath and those who command it.

When an Undead fails its saving throw against your Reaper’s Sear, it can’t regain Hit Points or gain Temporary Hit Points until the end of your next turn.

When a non-Undead creature fails its saving throw against your Reaper’s Sear because it is magically commanding, controlling, animating, summoning, or sustaining one or more Undead, it suffers the following effects until the end of your next turn:

It can’t command or control Undead.

It can’t cause Undead to regain Hit Points or gain Temporary Hit Points.

It can’t animate, summon, create, or otherwise bring additional Undead into existence.

These effects don’t automatically destroy or dismiss existing Undead, and a magical effect that is already maintaining an Undead creature’s existence continues unless some other rule ends it.

Level 17: Sancto vael Mortis

You unveil Sancto vael Mortis, the sanctified veil of death. For one terrible minute, undeath stands before the authority it was made to defy, and the false dead burn beneath the law of final silence.

Final Proof

You gain the following benefits against Undead:

You can’t be Charmed, Frightened, Paralyzed, Poisoned, or possessed by Undead.

Your Hit Point maximum can’t be reduced by Undead.

Undead can’t prevent you from regaining Hit Points.

An Undead creature can’t regain Hit Points as a result of damage it deals to you.

You have Resistance to Necrotic damage dealt by Undead.

The Veil Opens

As a Magic action, you manifest Sancto vael Mortis for 1 minute. It creates a 30-foot Emanation originating from yourself and moves with you. The manifestation ends early if you have the Incapacitated condition.

When the manifestation appears, each Undead of your choice in the Emanation is subjected to final rest.

A Skeleton or Zombie in the Emanation is destroyed without making a saving throw.

Each other Undead in the Emanation whose Challenge Rating is equal to or lower than half your Cleric level, rounded down, must make a Wisdom saving throw against your spell save DC. On a failed save, it is destroyed. On a successful save, it takes 10d8 Radiant damage.

Each Undead in the Emanation whose Challenge Rating is higher than half your Cleric level, rounded down, must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 10d8 Radiant damage. On a successful save, it takes half as much damage.

A non-Undead creature of your choice in the Emanation must also make this saving throw if it is magically commanding, controlling, animating, summoning, or sustaining one or more Undead. On a failed save, it takes 10d8 Radiant damage. On a successful save, it takes half as much damage.

For the duration, the Emanation has the following effects.

Final Silence. Undead enemies of your choice in the Emanation can’t regain Hit Points or gain Temporary Hit Points.

The End Approaches. When an Undead enemy of your choice enters the Emanation for the first time on its own turn or starts its turn there, it takes 4d8 Radiant damage. An Undead can take this damage only once on each of its turns.

Sever the Master. When a non-Undead enemy of your choice starts its turn in the Emanation while magically commanding, controlling, animating, summoning, or sustaining one or more Undead, it must make a Wisdom saving throw against your spell save DC.

On a failed save, it takes 4d8 Radiant damage, and until the start of its next turn, it can’t command or control Undead or cause Undead to regain Hit Points or gain Temporary Hit Points.

On a successful save, it takes half as much damage only.

Once you use Sancto vael Mortis, you can’t use it again until you finish a Long Rest.

Unique Spells

Level 1 Spells
Gravebind

Level 1 Abjuration

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You bind an Undead creature with spectral chains of light. Choose one Undead you can see within range. The target must make a Wisdom saving throw.

On a failed save, the target has the Restrained condition for the duration. While Restrained in this way, it takes 1d8 Radiant damage at the start of each of its turns.

The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The Radiant damage increases by 1d8 for each spell slot level above 1.

Level 3 Spells
Gravefire Breach

Level 3 Evocation

Casting Time: Action
Range: 30 feet
Components: V, S, M (a sliver of sanctified bone or a drop of consecrated oil)
Duration: Concentration, up to 1 minute

You strike a creature with grave-white fire that burns through the protections of undeath. Choose one creature you can see within range. The target must make a Constitution saving throw.

On a failed save, the target takes 4d10 Radiant damage. If the target is Undead, it also loses Resistance and Immunity to Necrotic damage for the duration.

On a successful save, the target takes half as much damage only.

If this damage reduces an Undead to 0 Hit Points, it is destroyed in a flash of white fire.

Using a Higher-Level Spell Slot. The Radiant damage increases by 1d10 for each spell slot level above 3.

Level 4 Spells
Spirit Shackle

Level 4 Abjuration

Casting Time: Action
Range: 60 feet
Components: V, S, M (a length of silver chain worth at least 25 GP, which isn’t consumed)
Duration: Concentration, up to 1 minute

You lash a creature’s soul to its body with radiant chains. Choose one creature you can see within range. The target must make a Charisma saving throw.

On a failed save, the target can’t teleport or move between planes, and its Speed is reduced by 15 feet for the duration.

If the target is Undead, it takes 2d8 Radiant damage whenever it attacks a creature other than you.

The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The Radiant damage dealt to an Undead that attacks a creature other than you increases by 1d8 for each spell slot level above 4.

Reckoning Domain

Consequence Enforced — Arbiter of Consequence

Removed automatic Martial weapon proficiency and Heavy armor training; retained proficiency in Insight or Persuasion.

Reason: Preserves the Cleric's Divine Order choice between Protector and Thaumaturge.

Consequence Enforced — Foremost Witness

Replaced automatic first turn in combat with Advantage on Initiative rolls. The divine account now opens when Initiative is rolled.

Reason: Preserves pre-combat judgment setup without overriding the Initiative system.

Consequence Enforced — Foremost Witness

Tightened account-opening and target-switching language.

Reason: Reduces repetition without changing the mechanic.

Consequence Enforced — Offense

Tightened the offense definition and clarified that a single action, Bonus Action, Reaction, spell, attack, or other effect counts as only one offense even if it meets multiple criteria.

Reason: Improves adjudication and prevents multiple Repercussion triggers from one event.

Consequence Enforced — Repercussion

Removed the mechanically unused Penitent designation.

Reason: Eliminates unnecessary bookkeeping.

Consequence Enforced — Repercussion

Tightened timing language for attacks, saving throws, damage, and conditions.

Reason: Clarifies exactly when the Reaction occurs while preserving the intended function.

Consequence Enforced — Repercussion

Final Psychic damage scaling moved from Cleric level 14 to 17.

Reason: Aligns final subclass scaling with current Khassid Cleric progression.

Reckoning Domain Spells

Restored the heading Level 3: Reckoning Domain Spells and placed it within the level-3 feature sequence.

Consequence Enforced → Reckoning Domain Spells → Channel Divinity: Cease and Desist

Reason: Restores the established SRD/KRD Cleric-domain presentation structure.

Channel Divinity: Cease and Desist

Added explicit expenditure of one use of Channel Divinity.

Reason: Corrects Channel Divinity resource accounting.

Channel Divinity: Cease and Desist

Changed activation to a Magic action.

Reason: Aligns with SRD 5.2.1 terminology for magical class features.

No Deed Hidden

Final pursuit-strike scaling moved from Cleric level 14 to 17.

Reason: Aligns with current Cleric subclass progression.

The Account Comes Due

Renamed Domain Intercession: The Account Comes Due.

Reason: Aligns the level-10 feature with Khassid Cleric structure.

The Account Comes Due

Removed Channel Divinity as an alternate recharge. Additional uses now require a level 5+ spell slot.

Reason: Prevents repeated 8d8 opening judgments from being fueled too cheaply by the Cleric's Channel Divinity economy.

The Court Convenes

Moved from Cleric level 14 to 17.

Reason: Aligns the capstone with the current Cleric subclass chassis.

The Court Convenes

Once-per-round retaliation now damages only the triggering Indicted creature, rather than every Indicted creature.

Reason: Prevents one attack against an Injured Party from multiplying automatic 4d8 Psychic damage across the entire indicted group.

Writ of Warning

Clarified that its once-per-round trigger applies separately to each target when the spell is upcast.

Reason: Removes ambiguity between once per spell and once per warned creature.

Injunction of the Court

Clarified that the protected creature's Resistance and saving-throw Advantage apply to the triggering attack or effect itself before the spell ends.

Reason: Resolves timing ambiguity and ensures the protection can affect the violation that triggered it.

Rules Presentation

Standardized Magic action terminology, capitalization, Cover, conditions, and higher-slot spell language.

Reason: SRD 5.2.1 and Khassid Design Standards compliance.

Domain Insights

Updated to match the repaired mechanics while remaining concise and play-oriented.

Reason: Keeps the Insights comprehensive without turning them into an exhaustive feature guide.

Complete corrected rules

Replace the printed domain rules with the following text.

Reckoning Domain Features

Cleric LevelFeatures
3Reckoning Domain Spells, Consequence Enforced, Channel Divinity: Cease and Desist
6No Deed Hidden
10Domain Intercession: The Account Comes Due
17The Court Convenes
Level 3: Consequence Enforced

You are sworn to open the divine account and make wrongdoing answer.

Arbiter of Consequence

You gain proficiency in Insight or Persuasion.

Foremost Witness

You have Advantage on Initiative rolls.

When Initiative is rolled, you can open a divine account for 1 minute. The account ends early if you have the Incapacitated condition, and you can't open another during the same combat.

When the account opens, choose one hostile creature you can see within 60 feet of yourself. That creature is Called to Account until the account ends, it dies, or you call another creature to account.

While the account is open, you can take a Bonus Action to call a different hostile creature you can see within 60 feet of yourself to account, ending the effect on the previous creature.

A creature need not understand you or possess a conscience to be Called to Account.

Offense

A creature Called to Account commits an offense when it willingly does any of the following to you or a creature friendly to you:

Hits it with an attack.

Deals damage to it.

Forces it to make a saving throw.

Gives it the Charmed, Frightened, Grappled, Incapacitated, Paralyzed, Restrained, or Stunned condition.

A single action, Bonus Action, Reaction, spell, attack, or other effect counts as only one offense, even if it meets multiple criteria.

Repercussion

When a creature Called to Account by you commits an offense while within 60 feet of you, you can take a Reaction to impose a Repercussion.

If the offense involves an attack roll, use this Reaction after the hit or miss is determined. If it forces a saving throw, use the Reaction before the saving throw is rolled. Otherwise, use it before the triggering damage or condition is applied.

The offender takes Psychic damage equal to 1d8 + your Wisdom modifier. Then choose one consequence:

Reprieve. If the offense deals damage, reduce the damage taken by one affected creature by an amount equal to the Psychic damage rolled for this Repercussion.

Stay the Hand. The offender's Speed becomes 0, and it can't take Reactions until the start of its next turn.

Expose the Deed. Until the end of your next turn, the offender can't benefit from the Invisible condition or from being Hidden, and attack rolls against it ignore Half Cover and Three-Quarters Cover.

Weight of Conscience. The next attack roll the offender makes before the end of its next turn has Disadvantage, or the next saving throw made against one of its effects before then has Advantage. If the triggering offense forces a saving throw, this benefit can apply to that saving throw.

The Psychic damage increases to 2d8 + your Wisdom modifier at Cleric level 10 and 3d8 + your Wisdom modifier at Cleric level 17.

Level 3: Reckoning Domain Spells

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

Cleric LevelPrepared Spells
3Command, See Invisibility, Shield of Faith, Writ of Warning†
5Bestow Curse, Seal of Testimony†
7Death Ward, Injunction of the Court†
9Geas, Hold Monster

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Cease and Desist

You issue a divine injunction that strikes thought, instinct, and conscience at once: stop, look, and know that consequence has arrived.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity. Each enemy of your choice in a 15-foot Emanation originating from yourself must make a Wisdom saving throw against your spell save DC.

On a failed save, a creature takes Psychic damage equal to 2d8 + your Cleric level and drops one weapon, Spellcasting Focus, or other object it is holding, chosen by you. The object lands at the creature's feet. Until the end of the creature's next turn, it can pick up that object only by taking the Utilize action.

On a successful save, the creature takes half as much damage only.

Level 6: No Deed Hidden

Once the account is opened, concealment is not absolution. Darkness, distance, walls, and silence may hide a creature from mortal sight, but not from divine witness.

While your divine account is open, you know the location of the creature Called to Account while it is within 60 feet of you, even if it is Hidden, Invisible, Heavily Obscured, or behind Total Cover. This knowledge doesn't allow you to see the creature and doesn't satisfy a requirement that you see a target.

When the creature Called to Account commits an offense while within 60 feet of you, you can impose Repercussion against it even if you can't see it, including while it is Hidden, Invisible, Heavily Obscured, or behind Total Cover.

Alternatively, when the creature Called to Account commits an offense while within 60 feet of you, you can take a Reaction to teleport to an unoccupied space within 5 feet of it. You don't need to see the destination, but the space must be able to support you. If no such space exists, the teleport fails and your Reaction isn't expended. You don't impose Repercussion as part of this Reaction.

When you teleport in this way, the pursued creature can't benefit from being Hidden or from the Invisible condition against you until the end of your next turn. During that time, Darkness, Heavy Obscurement, and similar concealment don't impose Disadvantage on your melee weapon attacks against that creature.

This benefit applies only to the creature whose offense triggered the teleport. It doesn't allow you to perceive, target, or attack other Hidden or Invisible creatures, and it doesn't allow you to attack the pursued creature through a solid barrier or another obstruction that physically prevents the attack.

If you hit the pursued creature with a melee weapon attack before the end of your next turn, the attack deals an extra 1d8 Psychic damage. The extra damage increases to 2d8 at Cleric level 10 and 3d8 at Cleric level 17.

Level 10: Domain Intercession: The Account Comes Due

You pronounce a sentence that gathers around the guilty in three descending blows: the full weight of the account, its echo, and the final remainder.

As a Magic action, choose one creature you can see within 60 feet of yourself that has committed an offense during the current combat. For this feature, a creature has committed an offense if it willingly performed one of the acts described in your Offense feature during the combat, whether or not it was Called to Account at the time.

The target must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 8d8 Psychic damage. On a successful save, it takes half as much damage.

At the start of your next turn, if the sentence hasn't ended, the target repeats the saving throw, taking 4d8 Psychic damage on a failed save or half as much damage on a successful one.

At the start of your following turn, if the sentence hasn't ended, the target repeats the saving throw again, taking 2d8 Psychic damage on a failed save or half as much damage on a successful one. The sentence then ends.

If the target fails all three saving throws against this feature, it has the Unconscious condition after the final damage is dealt.

If any damage from this feature would reduce the target to 0 Hit Points, the target instead drops to 1 Hit Point, has the Unconscious condition, and the sentence ends.

The Unconscious condition imposed by this feature lasts until the end of your next turn, until the creature takes damage, or until another creature takes an action to shake it awake.

The sentence ends early if you have the Incapacitated condition. You can have only one sentence from this feature active at a time; using this feature again ends the previous sentence.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 5+ spell slot to use it again.

Level 17: The Court Convenes

You become the living seat of divine reckoning. The battlefield falls beneath judgment, the guilty are named, and those they have wronged are recognized before the court.

As a Magic action, you convene a divine court for 1 minute. The court ends early if you have the Incapacitated condition. Once you use this feature, you can't use it again until you finish a Long Rest.

When the court convenes, choose a number of enemy creatures you can see within 60 feet of yourself up to your Wisdom modifier (minimum of one). The chosen enemies are Indicted for the duration.

You also choose a number of creatures friendly to you that you can see within 60 feet of yourself up to your Wisdom modifier (minimum of one). The chosen creatures are Injured Parties for the duration. You can choose yourself.

While a creature is Indicted, it can't benefit from the Invisible condition or from being Hidden against you.

An Injured Party gains a +2 bonus to attack rolls against Indicted creatures and a +2 bonus to saving throws against effects created by Indicted creatures.

Once per round, when an Indicted creature within 60 feet of you hits an Injured Party with an attack, the offending Indicted creature takes 4d8 Psychic damage.

Unique Spells

Level 2 Spells
Writ of Warning

Level 2 Abjuration

Casting Time: Action
Range: 60 feet
Components: V, S, M (a strip of parchment marked with an empty line)
Duration: Concentration, up to 1 minute

You place a divine warning upon one creature you can see within range. Until the spell ends, consequence gathers around the target's hostile intent.

Once per round for each target of this spell, when that target makes an attack roll against a creature or forces a creature to make a saving throw, you can choose one creature affected by that attack or effect. The chosen creature gains a 1d4 bonus to its AC against that attack or a 1d4 bonus to that saving throw. You can grant this bonus after the d20 is rolled but before the outcome is determined.

If this bonus causes the attack to miss or the saving throw to succeed, the warned creature can't take Reactions until the start of its next turn.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Level 3 Spells
Seal of Testimony

Level 3 Divination

Casting Time: Action
Range: 60 feet
Components: V, S, M (a drop of wax or a small seal)
Duration: Concentration, up to 10 minutes

You place a seal of divine witness upon one creature you can see within range and name a specific matter: an event, oath, injury, accusation, crime, betrayal, agreement, or another defined subject.

The target must make a Charisma saving throw. You know whether it succeeds or fails.

On a failed save, the target can't knowingly speak a direct lie about the named matter for the duration.

The spell doesn't compel the target to answer questions. It can remain silent, refuse to answer, speak evasively, omit details, or discuss unrelated matters. If the target attempts to speak a direct lie about the named matter, the falsehood fails: its voice catches, the words become unintelligible, or no sound emerges. You know when the spell prevents such a falsehood.

On a successful save, the spell has no effect.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. You name the same matter for each target.

Level 4 Spells
Injunction of the Court

Level 4 Abjuration

Casting Time: Action
Range: 60 feet
Components: V, S, M (a small cord tied in a formal knot)
Duration: Concentration, up to 1 minute

You issue a divine injunction forbidding one creature from bringing harm against a protected party. Choose one creature you can see within range as the enjoined creature, and choose yourself or one creature you can see within range as the protected creature.

The enjoined creature must make a Wisdom saving throw. On a failed save, the injunction lasts for the duration. On a successful save, the spell ends.

The injunction is violated if the enjoined creature willingly hits the protected creature with an attack, deals damage to it, forces it to make a saving throw, or gives it the Charmed, Frightened, Grappled, Incapacitated, Paralyzed, Restrained, or Stunned condition.

When the injunction is violated, the protected creature gains Resistance to damage dealt to it by the triggering attack or effect and has Advantage on any saving throw it makes against that triggering effect. These benefits apply to the triggering damage and saving throw.

The enjoined creature's Speed then becomes 0, and it can't take Reactions until the end of its next turn. The spell then ends.

If the triggering effect affects multiple creatures, the benefits of this spell apply only to the protected creature.

Using a Higher-Level Spell Slot. You can name one additional protected creature for each spell slot level above 4. The spell ends when the enjoined creature violates the injunction against any protected creature.

Sigil Domain

Level 3 Feature Structure

Restored Lexicon of the Divine Mark as the opening level-3 feature, with Sacred Sigils as a subordinate component.

Restored Level 3: Sigil Domain Spells as a separate level-3 feature.

Correct level-3 sequence:

Lexicon of the Divine Mark → Sigil Domain Spells → Channel Divinity: Lexical Binding

Reason: Restores the SRD/KRD Cleric-domain feature hierarchy and presentation structure.

Sacred Sigils — Wound

Final damage scaling moved from Cleric level 14 to 17.

Reason: Aligns final subclass scaling with the current Cleric progression.

Channel Divinity: Lexical Binding

Added explicit expenditure of one use of Channel Divinity.

Reason: Corrects Channel Divinity resource accounting.

Words of Power

Words of Power are now limited to eligible level 1–5 Cleric spells.

Reason: Prevents the level-6 feature from converting tier-3 and tier-4 Cleric spells into Bonus Action compressed spells.

Words of Power — Resource

Compressed Words of Power now expend a prepared Sacred Sigil instead of using a separate Wisdom-modifier-per-Long-Rest resource pool.

Reason: Integrates the feature with the domain's existing signature resource and prevents parallel Wisdom-based resource pools.

Words of Power — Written Utterance

A compressed Word of Power can replace its Verbal component with a visible divine inscription.

Reason: Makes written spellcasting mechanically support the domain's core identity.

Words of Power — Components

Component removal now applies only when releasing a Word of Power in compressed form. Costly or consumed Material components remain required.

Reason: Defines the scope of the component modification and prevents permanent component reduction for every selected spell.

Unsealed Lexicon

Renamed Domain Intercession: Unsealed Lexicon.

Reason: Aligns the level-10 feature with Khassid Cleric structure.

Break the Mark — Suppress

Higher-tier inscription effects are now suppressed only until the start of the Cleric's next turn, while level 5-or-lower effects retain the 1-minute suppression.

Reason: Prevents Suppress from becoming more effective than Erase against high-level inscription magic.

Final Sigil

Moved from Cleric level 14 to 17.

Reason: Aligns the capstone with the current Cleric subclass chassis.

Seal of Revelation

Added a DC for magical concealment effects that aren't created by spells: the creator's spell save DC, or DC 15 if none is available.

Reason: Allows the spell to resolve consistently against non-spell magical effects.

Writ of Unbinding

Clarified that the spell attempts to end one chosen spell or magical effect on the target.

Added resolution rules for magical effects that don't have a spell level.

Reason: Removes ambiguity about multiple effects and permits consistent adjudication of non-spell magic.

Unique Spells

Updated spell-level, higher-slot, capitalization, and rules terminology throughout.

Reason: SRD 5.2.1 and Khassid Design Standards compliance.

Domain Insights

Updated to reflect the repaired Sacred Sigil/Words of Power resource relationship while remaining concise and play-oriented.

Reason: Keeps Domain Insights comprehensive without becoming an exhaustive feature guide.

Complete corrected rules

Replace the printed domain rules with the following text.

Sigil Domain Features

Cleric LevelFeatures
3Lexicon of the Divine Mark, Sigil Domain Spells, Channel Divinity: Lexical Binding
6Words of Power
10Domain Intercession: Unsealed Lexicon
17Final Sigil
Level 3: Lexicon of the Divine Mark

Your deity teaches that every word has a shape, every name leaves a mark, and every script carries memory.

You gain proficiency in Arcana, History, Investigation, or Religion, and you learn two languages of your choice.

You also learn the Message cantrip if you don't already know it. It counts as a Cleric cantrip for you but doesn't count against the number of Cleric cantrips you know.

You can read and understand the literal meaning of any written language you see. This doesn't allow you to speak, write, or compose in that language unless you already know it, but you can translate the text's literal meaning into any language you know.

This feature doesn't decode ciphers, reveal hidden messages, interpret symbolism, expose magical disguises, or reveal meaning from writing that is magically obscured, incomplete, intentionally encoded, or protected by magic.

Sacred Sigils

When you finish a Long Rest, you prepare a number of Sacred Sigils equal to your Wisdom modifier (minimum of one). A sigil may appear as a prayer slip, ribbon-script, wax seal, etched token, marked tablet, luminous character, or similar written vessel. Each sigil lasts until released or until you finish your next Long Rest.

As a Bonus Action, you can expend one prepared Sacred Sigil and choose one of the following effects.

Citation. One creature you can see within 30 feet of yourself gains a 1d4 bonus to the next Intelligence, Wisdom, or Charisma ability check it makes before the start of your next turn.

Revelation. One creature, object, text, magical mark, or surface you can see within 30 feet of yourself is marked until the start of your next turn. A marked creature can't benefit from the Invisible condition against you. If the target bears hidden writing, mundane marks, visible illusions, disguised script, or concealed symbols, you know such markings are present but don't automatically decode them.

An unwilling creature can make an Intelligence saving throw against your spell save DC, negating the sigil on a success.

Ward. One creature you can see within 30 feet of yourself gains a 1d4 bonus to the next saving throw it makes before the start of your next turn.

Wound. One creature you can see within 30 feet of yourself must make an Intelligence saving throw against your spell save DC. On a failed save, it takes 1d8 Psychic damage and can't take Reactions until the start of your next turn. On a successful save, it takes half as much damage only.

The damage increases to 2d8 at Cleric level 10 and 3d8 at Cleric level 17.

Level 3: Sigil Domain Spells

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

Cleric LevelPrepared Spells
3Command, Comprehend Languages, Identify, Word of Censure†
5Dispel Magic, Glyph of Warding
7Divination, Seal of Revelation†
9Legend Lore, Writ of Unbinding†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Lexical Binding

You release a binding mark that closes around speech, spell, and command. The sigil may strike like a thrown writ, unfold across the tongue, burn over the brow, or appear as a sealed character hanging in the air.

As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and choose one creature you can see within 60 feet of yourself. The target must make an Intelligence saving throw against your spell save DC.

On a failed save, the target takes Psychic damage equal to 2d8 + your Cleric level and is lexically bound for 1 minute. On a successful save, the target takes half as much damage and isn't bound.

While lexically bound, the target can't speak above a whisper, can't cast spells with Verbal components, and can't benefit from the Invisible condition against you. If the target attempts to issue a command, speak a magical word, or activate a magic item that requires speech, the attempt fails.

The target repeats the Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 6: Words of Power

You compress divine magic into sacred characters, true names, and compact words of authority.

When you gain this feature, choose a number of Cleric spells equal to your Wisdom modifier (minimum of one). A chosen spell must meet all the following requirements:

It is a Cleric spell for you.

It is level 1–5.

It is of a level you can cast.

Its Casting Time is a Magic action or Bonus Action.

It doesn't summon or create a creature or create an independent creature or object that acts separately from the spell's immediate effect.

The chosen spells are your Words of Power. They are always prepared for you and don't count against the number of spells you can prepare.

Whenever you gain a Cleric level, you can replace one Word of Power with another eligible spell.

Inscribed Casting

When you cast a Word of Power normally, you can manifest its components as sacred writing, but this doesn't otherwise change its rules.

When you cast a Word of Power with a spell slot, you can expend one prepared Sacred Sigil to release the spell in compressed form. When you do so, the following rules apply:

Compressed Word. If the spell's normal Casting Time is a Magic action, you cast it as a Bonus Action instead.

Written Utterance. A visible divine inscription can replace the spell's Verbal component.

Simplified Form. The spell doesn't require Somatic components or Material components that lack a cost and aren't consumed.

Compressed Duration. If the spell normally requires Concentration, it doesn't require Concentration for this casting, and its duration becomes until the end of your next turn if it would otherwise last longer.

Inscribed Delivery. If the spell targets only one creature or object and has a range of Touch, its range becomes 30 feet for this casting.

The spell otherwise functions normally and expends its spell slot as normal.

A Word of Power isn't a separate spell. A spell given written form remains that spell for all rules purposes except as modified by this feature.

Living Inscription

When you release a Word of Power in compressed form, you can give it visible written shape as part of the casting, such as a paper strip, ribbon, seal, tablet, mark on a creature or object, burning character, or floating glyph.

The inscription lasts only until the spell resolves or its duration ends and can't store a spell for later use.

Level 10: Domain Intercession: Unsealed Lexicon

Your understanding of divine marks deepens. You no longer read only writing; you read the structure of inscription itself. A spell, seal, circle, binding, ward, or magical device that depends upon written marks is no longer opaque to you.

You have Advantage on ability checks you make to decipher codes, interpret inscriptions, detect forged writing, identify magical writing, understand hidden meanings in text, analyze glyphs, study seals, examine runes, or determine the function of an inscribed magical effect.

When you make such a check, you can also add your Wisdom modifier (minimum of +1) to the roll.

Break the Mark

As a Magic action, choose one inscription-based magical effect you can see within 60 feet of yourself. This can include a glyph, rune, sigil, seal, warding mark, binding circle, teleportation circle, magical contract, written curse, ritual array, or similar effect whose magic is created, anchored, directed, or sustained by visible writing, symbols, marks, or inscriptions.

Make a Wisdom check. If the effect was created by a spell, the DC equals 10 + the spell's level. If no spell level applies, the DC equals the creator's spell save DC, or 15 if no such DC is available.

On a successful check, choose one of the following effects.

Read. You learn the inscription's literal meaning, general magical purpose, and what would trigger or sustain it.

Suppress. The inscription is suppressed. If it was created by a spell of level 5 or lower, or is a comparable magical effect, the suppression lasts for 1 minute. If it was created by a level 6+ spell or comparable higher-tier effect, the suppression lasts until the start of your next turn.

While suppressed, the inscription can't trigger, transport, bind, summon, ward, conceal, communicate, or sustain magical effects.

Erase. If the inscription was created by a spell or magical effect of level 5 or lower, it ends. A higher-level effect is instead suppressed until the start of your next turn.

On a failed check, the inscription isn't affected, but you learn whether it is magical.

You can use Break the Mark a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

This feature affects magic that depends on inscription. It doesn't end magic merely because writing appears nearby, reveal whether a written statement is true, restore missing text, or provide context that isn't present.

Level 17: Final Sigil

You no longer merely write sacred marks. You inscribe a space so completely that hostile magic must answer to your deity's script.

As a Magic action, choose a point you can see within 120 feet of yourself. Divine writing fills a 30-foot-radius Sphere centered on that point for 1 minute.

The Final Sigil ends early if you have the Incapacitated condition. Once you use this feature, you can't use it again until you finish a Long Rest.

While the Final Sigil lasts, the following effects apply within the Sphere.

Inscribed Dominion

You and friendly creatures of your choice can see Invisible creatures and objects within the Sphere.

Hidden writing, glyphs, runes, sigils, seals, magical marks, and inscriptions within the Sphere become visible to you if they aren't behind Total Cover.

Sealed Spellwork

Hostile creatures of your choice in the Sphere are lexically bound while they remain there.

A lexically bound creature can't speak above a whisper, can't cast spells with Verbal components, can't activate magic items that require a command word, and can't benefit from the Invisible condition against you.

In addition, inscription-based magical effects of your choice in the Sphere are suppressed while they remain there. This includes glyphs, runes, sigils, seals, warding marks, binding circles, teleportation circles, magical contracts, ritual arrays, and similar effects whose magic is created, anchored, directed, or sustained by visible writing, symbols, marks, or inscriptions.

The Last Word Remains

Once on each of your turns while the Final Sigil lasts, you can release one Sacred Sigil without expending a prepared Sacred Sigil.

Unique Spells

Level 2 Spells
Word of Censure

Level 2 Enchantment

Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak or release a written word of divine rebuke. Choose one creature you can see within range. The target must make a Wisdom saving throw.

On a failed save, the target takes 3d8 Psychic damage and has Disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.

On a successful save, the target takes half as much damage only.

If the target is concentrating on a spell, it has Disadvantage on the Constitution saving throw it makes to maintain Concentration because of this damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Level 4 Spells
Seal of Revelation

Level 4 Divination

Casting Time: Magic action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You mark one creature, object, surface, or 10-foot section of a structure you can see within range with a revealing seal.

For the duration, the target sheds Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

If the target is a creature, attack rolls against it don't have Disadvantage solely because the creature is unseen, and the creature has Disadvantage on Charisma checks made to deceive creatures that can see the seal.

If the target is an object, surface, or structure, hidden writing, concealed symbols, mundane forgeries, visible illusions, and nonmagical disguises on or within the target become apparent to you, though the spell doesn't automatically decode encrypted writing or reveal information that isn't present.

When you cast this spell, you can also choose one magical effect on the target that is concealing, disguising, obscuring, or falsifying information. Make an ability check using your spellcasting ability.

If the effect was created by a spell, the DC equals 10 + that spell's level. If no spell level applies, the DC equals the creator's spell save DC, or 15 if no such DC is available.

On a successful check, the chosen effect is suppressed on the target for the spell's duration.

Using a Higher-Level Spell Slot. The radius of Dim Light increases by 10 feet for each spell slot level above 4.

Level 5 Spells
Writ of Unbinding

Level 5 Abjuration

Casting Time: Magic action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You release a divine writ that breaks false seals, loosens bindings, and commands magic to yield its claim.

Choose one creature, object, magical effect, glyph, seal, rune, ward, or 10-foot section of a structure within range. Then choose one spell or magical effect affecting or contained within that target.

If the chosen effect was created by a spell of level 5 or lower, it ends.

If it was created by a spell of level 6 or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

If the chosen magical effect wasn't created by a spell, make an ability check using your spellcasting ability. The DC equals the creator's spell save DC, or 15 if no such DC is available. On a successful check, the effect ends.

If the target is a creature that has the Charmed, Frightened, Paralyzed, or Restrained condition because of the effect you end, that condition ends as well.

If the effect magically locks, seals, wards, or binds an object, door, chest, gate, restraint, or passage, ending the effect suppresses that magical seal for 1 minute. This spell doesn't destroy mundane locks, bars, chains, or physical obstructions.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of level 6 or higher, you automatically end a spell on the target if its level is equal to or lower than the level of the spell slot you expended.

Skybreaker Domain

Deities Who Grant This Domain

The August 17 compiled book retains the July 26 list: Antaz, Karmorr, Morgdhav, and Torkarn.

Reason: Reconciles this entry with the authoritative compiled sourcebook.

Level 3 Feature Structure

Restored Weatherfront as the parent level-3 feature.

Weatherfront Gates, Sky-Sense, Indoor Weather, Weather Expressions, Shift the Front, Diminish the Front, Storm Control, Uncontrolled Weather, and Regaining Control are subordinate components of Weatherfront.

Restored Level 3: Skybreaker Domain Spells as a separate level-3 feature.

Correct level-3 sequence:

Weatherfront → Skybreaker Domain Spells → Channel Divinity: Sky's Mandate

Reason: Restores the SRD/KRD Cleric-domain feature hierarchy and presentation structure.

Weatherfront Gates

Moved the final Weatherfront stage, Skybreak, from Cleric level 14 to 17.

Reason: Aligns progression with the current Khassid Cleric chassis.

Weatherfront — Elevated Stage Duration

Stormfront and Dominion now each last 1 minute when activated and return to Basic when their elevated duration ends.

Reason: Prevents limited-use Weatherfront stages from providing encounter-scale damage and control for effectively the entire adventuring day.

Shift the Front

Added an explicit Bonus Action procedure for changing Weather Expressions.

Reason: Atmospheric Dominion previously referred to changing Weatherfront expressions even though no rule actually allowed the Cleric to do so.

Uncontrolled Weather

Replaced the previous multi-hour uncontrolled-stage durations with a 1-minute abatement period.

Reason: Preserves the danger of losing control without allowing indiscriminate recurring combat effects to continue for hours.

Uncontrolled Weather

Clarified that the Cleric can't create a replacement Weatherfront while the existing Weatherfront is uncontrolled.

Reason: Prevents bypassing the regain-control mechanic by simply creating a new Weatherfront.

Regaining Control

Standardized activation as a Magic action and clarified stage penalties for Wrest Control.

Reason: Current rules terminology and adjudication clarity.

Claim the Front

Limited the free elevated-stage claim from natural weather to once per Long Rest.

Later elevated claims require the feature uses normally needed to reach that stage.

Reason: Prevents repeatedly recreating Weatherfront in the same natural storm to bypass Stormfront and Dominion resource costs.

Claim the Front

Added guidance for Basic, Stormfront, and Dominion natural-weather severity.

Reason: Reduces Keeper uncertainty when determining the stage of claimed natural weather.

Claim the Front

Removed the unsupported statement that Sky's Mandate can automatically claim magical weather.

Reason: Sky's Mandate contained no mechanic for resolving such a claim.

Channel Divinity: Sky's Mandate

Retained explicit expenditure of one use of Channel Divinity and standardized current terminology.

Stormfront — Wind

Entry trigger now occurs when a creature enters the Weatherfront for the first time on its own turn or starts its turn there.

Reason: Prevents repeated forced-movement triggering across multiple creatures' turns.

Domain Intercession: Atmospheric Dominion

Renamed Domain Intercession: Atmospheric Dominion.

Reason: Aligns the level-10 feature with Khassid Cleric structure.

Atmospheric Dominion — Expression Changes

Clarified that changing expression at Stormfront or Dominion returns the Weatherfront to Stormfront for the remainder of the existing elevated-stage duration rather than beginning a new duration.

Reason: Prevents expression switching from refreshing Stormfront indefinitely.

Dominion — Wind

Consolidated the Stormfront and Dominion Wind effects into one saving throw at Dominion stage.

Reason: Prevents duplicate start-of-turn Strength saves.

Dominion — Thunder

Clarified that its Concentration penalty applies to the Constitution saving throw caused by the triggering Thunder or Lightning damage.

Reason: Resolves timing ambiguity.

Skybreak

Moved from Cleric level 14 to 17.

Reason: Aligns the capstone with the current Cleric subclass chassis.

Skybreak — Stage Interaction

Clarified that a Skybreak expression replaces Stormfront and Dominion expression effects while retaining the Basic Weather Expression and applicable Temperature Shift.

Reason: Prevents multiple same-turn Weatherfront saving throws from stacking at the capstone stage.

Sky-Sense

Added DC 15 to the Wisdom (Insight) check used to interpret supernatural weather disruption.

Reason: The submitted feature called for an ability check without establishing a DC.

Sky Omen

Added DC 15 to its Wisdom (Insight) check.

Reason: Resolves the same missing-DC problem in the spell.

Weatherward

Limited its Cold, Lightning, or Thunder Resistance to damage caused by natural weather, magical weather, or Weatherfronts.

Reason: Preserves its six-creature weather-protection role without turning it into an unrestricted group elemental-resistance spell.

Lightning Jaunt

Repeat teleportation now begins on later turns rather than allowing a second arrival burst on the turn the spell is cast.

Reason: Prevents an unintended casting-turn double burst totaling 8d8 area damage.

Unique Spells

Updated spell-level, Casting Time, higher-slot, capitalization, and defined-game-term language throughout.

Reason: SRD 5.2.1 and Khassid Design Standards compliance.

Domain Insights

Updated to reflect the repaired Weatherfront duration, escalation, resource, and control mechanics without becoming an exhaustive feature guide.

Reason: Maintains the required comprehensive-but-not-exhaustive Khassid Insights standard.

Complete corrected rules

Replace the printed domain rules with the following text.

Skybreaker Domain Features

Cleric LevelFeatures
3Weatherfront, Skybreaker Domain Spells, Channel Divinity: Sky's Mandate
6Claim the Front
10Domain Intercession: Atmospheric Dominion
17Skybreak
Level 3: Weatherfront

You can call a portion of divine weather into the world.

As a Magic action, you create a Weatherfront centered on a point you can see within 120 feet of yourself. The Weatherfront fills a 60-foot-radius Sphere and lasts until you dismiss it, create another Weatherfront, finish a Long Rest, or it abates.

When you create the Weatherfront, choose one Weather Expression: Rain, Wind, Thunder, or Lightning.

You can have only one Weatherfront active at a time.

Weatherfront Gates

Your Weatherfront begins at its Basic stage. You can't intensify, claim, or sustain a Weatherfront at a stage higher than the highest stage granted by your Skybreaker Domain features.

Cleric LevelHighest Weatherfront Stage
3Basic
6Stormfront
10Dominion
17Skybreak

When you intensify a Weatherfront to Stormfront or Dominion, the new stage lasts for 1 minute. When that stage ends, the Weatherfront returns to Basic unless another effect has transformed it into a higher stage.

Intensifying a Weatherfront to a higher stage begins that higher stage's duration and ends the previous stage's duration.

A Weatherfront retains its Basic Weather Expression while intensified. Dominion upgrades the applicable Stormfront effect as described in that feature. Skybreak replaces the Stormfront and Dominion expression effects for its duration unless the Skybreak expression says otherwise.

A Weatherfront counts as a storm for a spell or feature only while it is at Stormfront stage or higher and only if the Weatherfront otherwise satisfies that spell or feature's requirements.

Sky-Sense

You gain proficiency in Nature. If you already have proficiency in Nature, you instead gain proficiency in Insight or Survival.

Whenever you make an ability check using Nature to interpret, predict, or understand weather, your Proficiency Bonus is doubled for that check.

After spending 1 minute observing the sky or surrounding atmosphere, you can predict the natural weather within 1 mile of yourself for the next 24 hours. Under ordinary conditions, your prediction is accurate.

If the weather is magical, divine, planar, cursed, or otherwise supernaturally disrupted, you know that it is unnatural but not automatically why.

As part of the same observation, you can make a DC 15 Wisdom (Insight) check. On a successful check, the GM gives you a useful impression of the disruption's nature, such as arcane interference, divine intervention, planar influence, curse-borne weather, or elemental instability.

This check doesn't reveal the source, identity, spell, or exact effect unless the signs themselves make that information apparent.

Indoor Weather

Your Weatherfront doesn't require open sky.

Indoors or underground, it manifests as localized supernatural weather that fills available space within its radius. The Weatherfront can't pass through Total Cover or sealed barriers, and its effects don't extend into spaces the weather couldn't physically occupy unless a feature says otherwise.

Weather Expressions

Rain. Rain falls throughout the area. It extinguishes exposed nonmagical flames, settles dust, and Lightly Obscures creatures more than 30 feet from an observer in the Weatherfront.

Wind. A steady wind fills the area. It disperses nonmagical smoke, fog, and similar airborne particles. Ranged weapon attacks made at long range through the Weatherfront automatically miss.

Thunder. Distant thunder rolls through the area. Creatures of your choice in the Weatherfront have Disadvantage on Wisdom (Perception) checks that rely on hearing.

Lightning. The air becomes charged. Once on each of your turns when you deal Lightning or Thunder damage to a creature in the Weatherfront, you can deal extra Lightning damage to that creature equal to your Wisdom modifier (minimum of 1).

Shift the Front

As a Bonus Action while you control your Weatherfront, you can change its Weather Expression.

If the Weatherfront is at Stormfront stage or higher, changing its expression returns it to Basic unless another Skybreaker feature says otherwise.

Diminish the Front

As a Bonus Action while you control your Weatherfront, you can remove all intensifications, temperature shifts, and other modifiers affecting it, returning it to Basic.

Diminishing a Weatherfront doesn't restore any expended uses spent to intensify or modify it.

Storm Control

While you control a Weatherfront, you direct its effects and choose which creatures are affected by effects that allow you to choose.

If you have the Incapacitated condition or die, your Storm Control breaks. The Weatherfront becomes uncontrolled rather than ending.

Uncontrolled Weather

An uncontrolled Weatherfront retains its current stage, expression, temperature, and other modifiers, but it no longer distinguishes your allies, enemies, or intentions.

If an effect would normally affect enemies or creatures of your choice, it instead affects every eligible creature in the Weatherfront.

You can't trigger or activate Weatherfront effects yourself while it is uncontrolled, and you can't move, intensify, diminish, redirect, change, dismiss, or replace the Weatherfront.

An uncontrolled Weatherfront abates 1 minute after your Storm Control breaks unless you regain control before then.

Regaining Control

While you are conscious and within 300 feet of an uncontrolled Weatherfront you created, you can take a Magic action and attempt to regain control in one of the following ways.

Wrest Control. Make a Wisdom saving throw against your Cleric spell save DC. The saving throw takes a penalty based on the Weatherfront's current stage: −1 at Stormfront, −2 at Dominion, and −3 at Skybreak. Basic Weatherfronts impose no penalty. On a successful save, you regain control. On a failed save, the Weatherfront remains uncontrolled.

Invoke Command. Expend one use of your Channel Divinity. You regain control automatically.

If you regain control, the Weatherfront no longer abates because of the previous loss of control.

Level 3: Skybreaker Domain Spells

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

Cleric LevelPrepared Spells
3Fog Cloud, Sky Omen†, Stormcall†, Thunderwave
5Call Lightning, Sleet Storm
7Ice Storm, Weatherward†
9Lightning Jaunt†, Skyfall Edict†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Sky's Mandate

You present your Holy Symbol and impose divine command upon the weather.

As a Bonus Action while you control a Weatherfront, expend one use of your Channel Divinity and choose a number of creatures in the Weatherfront up to your Wisdom modifier + your Proficiency Bonus (minimum of one creature).

For 1 minute, the Weatherfront's radius doubles. This effect ends early if the Weatherfront ends, becomes uncontrolled, or is diminished.

When you use this Channel Divinity, impose one immediate effect based on the Weatherfront's current expression.

Rain. Heavy rain overwhelms sight. Each chosen creature must make a Constitution saving throw. On a failed save, a creature has the Blinded condition until the start of your next turn. On a successful save, it has Disadvantage on the next attack roll it makes before the start of your next turn.

Wind. A violent gust hammers the area. Each chosen creature must make a Strength saving throw. On a failed save, a creature is pushed up to 15 feet in a direction you choose and has the Prone condition. On a successful save, it is pushed up to 5 feet and doesn't have the Prone condition.

Thunder. A divine thunderclap breaks the air. Each chosen creature must make a Constitution saving throw. On a failed save, it takes Thunder damage equal to 2d8 + your Wisdom modifier and can't take Reactions until the start of your next turn. On a successful save, it takes half as much damage only.

Lightning. Lightning strikes through the front. Each chosen creature must make a Dexterity saving throw. On a failed save, it takes Lightning damage equal to 3d8 + your Wisdom modifier. On a successful save, it takes half as much damage.

Level 6: Claim the Front

You can claim weather already moving through the world and impose divine authority over a local portion of it.

When you create a Weatherfront in an area affected by natural weather, you can instead claim a portion of that weather. The claimed area becomes your Weatherfront, using the closest matching Weather Expression and a stage permitted by this feature, as determined by the GM.

Ordinary natural weather generally creates a Basic Weatherfront. Severe natural weather, such as a strong thunderstorm, heavy downpour, or gale, can qualify as Stormfront weather. Extreme natural weather can qualify for higher stages only when a later Skybreaker feature permits it.

At this level, you can claim natural weather up to Stormfront stage.

Once per Long Rest, when you claim natural weather at an elevated stage, you can begin the Weatherfront at that stage without expending the normal use required to reach it.

After you use this benefit, claiming another elevated Weatherfront before your next Long Rest requires the same feature uses normally required to reach that stage.

Claim the Front doesn't normally affect magical, divine, planar, cursed, or otherwise supernatural weather. The GM can determine that a weak supernatural effect is minor enough to be overridden.

Stormfront

You can intensify your Weatherfront beyond its Basic stage.

As a Bonus Action while you control a Basic Weatherfront, expend one use of this feature to intensify it to Stormfront for 1 minute.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Its Stormfront effect depends on the current Weather Expression.

Rain. The ground becomes slick and flooded. The area is Difficult Terrain for enemies of your choice, and ranged weapon attacks that pass through the area have Disadvantage.

Wind. When an enemy of your choice enters the Weatherfront for the first time on its own turn or starts its turn there, it must succeed on a Strength saving throw against your spell save DC or be pushed up to 10 feet in a direction you choose.

Thunder. When an enemy of your choice starts its turn in the Weatherfront, it must make a Constitution saving throw against your spell save DC. On a failed save, it takes Thunder damage equal to 1d8 + your Wisdom modifier and can't take Reactions until the start of its next turn. On a successful save, it takes half as much damage only.

Lightning. As a Bonus Action while the Weatherfront remains at Stormfront stage, choose one creature in the area. It must make a Dexterity saving throw against your spell save DC, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.

Level 10: Domain Intercession: Atmospheric Dominion

Your command over weather becomes severe enough to bend climate within the limits of your Weatherfront.

As a Bonus Action while you control a Stormfront, expend one use of this feature to intensify it to Dominion for 1 minute.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Your Claim the Front feature can now claim extreme natural weather up to Dominion stage. An extreme hurricane, blizzard, severe thunderstorm, or similarly violent natural system can qualify, as determined by the GM.

When you Shift the Front while your Weatherfront is at Stormfront or Dominion stage, it becomes Stormfront rather than Basic. It remains elevated only for the remainder of its current elevated-stage duration; changing expression doesn't begin a new duration.

Temperature Shift

As a Bonus Action while you control a Weatherfront, you can make it Cold, Warm, or return it to an unmodified temperature.

This alters the Weatherfront's environmental character but has no additional mechanical effect unless the Weatherfront is at Dominion or Skybreak stage.

A Cold Weatherfront might manifest as cold rain, snow, sleet, freezing rain, hail, winter lightning, or frost-thunder.

A Warm Weatherfront might manifest as humid rain, dry wind, heat haze, dust-laden air, heat thunder, or dry lightning.

While the Weatherfront is at Dominion or Skybreak stage, its temperature grants one of the following benefits.

Cold Front. Once per turn when a creature of your choice fails a saving throw against your Weatherfront, its Speed is reduced by 10 feet until the start of your next turn.

Warm Front. Once per turn when a creature of your choice fails a saving throw against your Weatherfront, it can't take Reactions until the start of your next turn.

Dominion Effects

At Dominion stage, the Stormfront effect is enhanced according to its current expression.

Rain. The Stormfront Rain effects remain. In addition, an enemy of your choice that starts its turn in the Weatherfront must make a Strength saving throw against your spell save DC. On a failed save, its Speed is halved, and it can't benefit from the Invisible condition until the start of your next turn.

Wind. Replace Stormfront Wind with this effect: when an enemy of your choice enters the Weatherfront for the first time on its own turn or starts its turn there, it must make a Strength saving throw against your spell save DC. On a failed save, it is pushed up to 10 feet in a direction you choose. If it is flying, it also descends up to 30 feet and can't ascend until the start of its next turn.

Thunder. The Stormfront Thunder effect remains. When an enemy of your choice in the Weatherfront takes Thunder or Lightning damage while concentrating on a spell, it has Disadvantage on the Constitution saving throw it makes to maintain Concentration because of that damage.

Lightning. Your Stormfront Lightning strike instead deals 4d8 Lightning damage on a failed save or half as much damage on a successful one. If the target fails the save, one additional creature of your choice within 15 feet of it takes Lightning damage equal to your Wisdom modifier + your Proficiency Bonus.

Level 17: Skybreak

You no longer merely call weather. You break the sky open and force catastrophe through the wound.

As a Magic action while you control a Dominion Weatherfront, you transform it into Skybreak for 1 minute. Choose the Skybreak expression matching the Weatherfront's current expression.

Once you use Skybreak, you can't use it again until you finish a Long Rest.

While Skybreak lasts, its Skybreak expression replaces the Weatherfront's Stormfront and Dominion expression effects. The Weatherfront retains its Basic Weather Expression and any applicable Temperature Shift.

If the Weatherfront becomes uncontrolled, Skybreak remains until its normal duration ends or the uncontrolled Weatherfront abates.

Rain: World-Rain

Torrential divine rain crashes through the area.

The Weatherfront is Difficult Terrain for enemies of your choice, and ranged weapon attacks that pass through it have Disadvantage.

When an enemy of your choice starts its turn there, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 4d8 Bludgeoning damage, its Speed becomes 0 until the start of its next turn, and it can't benefit from the Invisible condition during that time. On a successful save, it takes half as much damage only.

Allies of your choice in the Weatherfront have Advantage on saving throws against the Blinded and Poisoned conditions and against effects that would ignite them or set them on fire.

Exposed nonmagical flames in the area are extinguished.

Wind: Heaven's Gale

A hurricane-force gale tears through the Weatherfront.

When an enemy of your choice starts its turn there, it must make a Strength saving throw against your spell save DC.

On a failed save, it takes 4d8 Bludgeoning damage, is pushed up to 30 feet in a direction you choose, and has the Prone condition.

On a successful save, it takes half as much damage, is pushed up to 10 feet, and doesn't have the Prone condition.

Flying creatures make this saving throw with Disadvantage.

Thunder: Heavencrack

The air splits with divine thunder.

When an enemy of your choice starts its turn in the Weatherfront, it must make a Constitution saving throw against your spell save DC.

On a failed save, it takes 4d8 Thunder damage, has the Deafened condition, and can't take Reactions until the start of its next turn.

On a successful save, it takes half as much damage only.

A creature concentrating on a spell has Disadvantage on the Constitution saving throw it makes to maintain Concentration because of this damage if it failed the Weatherfront saving throw.

Lightning: Judgment Storm

Lightning falls again and again with divine precision.

When you activate Skybreak, and as a Bonus Action on your later turns while it lasts, choose up to three creatures in the Weatherfront.

Each target must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 5d8 Lightning damage. On a successful save, it takes half as much damage.

A flying creature makes this saving throw with Disadvantage.

Unique Spells

Level 1 Spells
Sky Omen

Level 1 Divination (Ritual)

Casting Time: 1 minute
Range: Self
Components: V, S, M (a strip of cloth, feather, or small polished stone exposed to the open air)
Duration: Instantaneous

You read the movement of air, pressure, cloud, scent, light, and distant sound for signs of coming weather.

Choose one location you can see or one familiar location within 10 miles of yourself. You learn the current natural weather at that location and the most likely natural weather there for the next 24 hours.

You also learn whether the weather bears signs of magical, divine, planar, cursed, or another supernatural alteration. This spell doesn't reveal the source, identity, spell, creature, or exact effect responsible for the alteration.

If the weather is supernatural or disrupted, you can make a DC 15 Wisdom (Insight) check as part of the spell. On a successful check, the GM gives you a useful impression of the disruption's nature, such as arcane interference, divine intervention, planar influence, curse-borne weather, or elemental instability.

Using a Higher-Level Spell Slot. The distance for a familiar location increases by 10 miles for each spell slot level above 1.

Stormcall

Level 1 Conjuration

Casting Time: Magic action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You call a gentle local weather pattern into being. Choose a point you can see within range. A 20-foot-radius Sphere centered on that point fills with one of the following expressions for the duration.

Rain. Light rain falls in the area. It waters exposed plants and soil, settles dust, extinguishes exposed nonmagical flames no larger than a torch, and Lightly Obscures creatures more than 30 feet from an observer in the area.

Wind. A gentle breeze fills the area. It disperses nonmagical smoke, fog, and similar airborne particles, stirs loose unattended objects, and can move Tiny unsecured objects weighing 1 pound or less.

Warmth. The air becomes comfortably warm. Creatures in the area have Advantage on saving throws against effects caused by natural cold.

Chill. The air becomes comfortably cool. Creatures in the area have Advantage on saving throws against effects caused by natural heat.

Thunder. Low thunder murmurs through the area. Creatures there have Disadvantage on Wisdom (Perception) checks that rely on hearing, and the thunder can be heard up to 300 feet away.

Charge. The air hums with stormlight. Dim sparks crawl over metal and stone, and the area sheds Dim Light.

A Stormcall doesn't require open sky. Indoors or underground, it manifests as localized supernatural weather filling available space within its area. It can't pass through Total Cover or sealed barriers.

A Stormcall isn't a Weatherfront and can't be intensified, diminished, claimed, transformed into a Weatherfront, or otherwise modified by Skybreaker Domain features.

Using a Higher-Level Spell Slot. The Sphere's radius increases by 10 feet for each spell slot level above 1.

Level 4 Spells
Weatherward

Level 4 Abjuration

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (a small waxed cloak-clasp or a ring of braided grass and copper wire)
Duration: Concentration, up to 1 hour

You ward up to six creatures you can see within range against hostile weather and supernatural atmospheric force.

For the duration, each target gains the following benefits:

It has Advantage on saving throws against effects created by natural weather, magical weather, and Weatherfronts.

It ignores Difficult Terrain caused by rain, snow, ice, mud, wind, or other weather effects.

Choose Cold, Lightning, or Thunder when you cast the spell. The target has Resistance to the chosen damage type when that damage is caused by natural weather, magical weather, or a Weatherfront.

It can see normally through nonmagical rain, snow, mist, fog, and windblown debris within 30 feet of itself. This benefit doesn't allow it to see through solid objects or magical Darkness.

If a target is inside a Weatherfront you control, you can exclude it from that Weatherfront's harmful effects while this spell lasts.

Using a Higher-Level Spell Slot. You can choose one additional damage type from the spell's list for each spell slot level above 4.

Level 5 Spells
Lightning Jaunt

Level 5 Conjuration

Casting Time: Bonus Action
Range: Self
Components: V, S, M (a shard of glass struck by lightning or a forked piece of storm-scorched metal)
Duration: Concentration, up to 1 minute

You can cast this spell only while you are in an area affected by a natural or magical thunderstorm or within a Thunder or Lightning Weatherfront at Stormfront stage or higher.

When you cast the spell, you teleport up to 60 feet to an unoccupied space you can see within the same storm or Weatherfront.

When you appear, thunder and lightning burst around you. Each creature of your choice within 10 feet of that space must make a Dexterity saving throw. On a failed save, it takes 4d8 Lightning damage and can't take Reactions until the start of your next turn. On a successful save, it takes half as much damage only.

On each of your later turns while the spell lasts, you can take a Magic action to teleport in this way again, causing the arrival burst again.

Each teleport produces a thunderous boom audible out to 300 feet.

Using a Higher-Level Spell Slot. The Lightning damage increases by 1d8 for each spell slot level above 5.

Skyfall Edict

Level 5 Evocation

Casting Time: Magic action
Range: 120 feet
Components: V, S, M (a splinter of storm-struck wood or a drop of rainwater caught during thunder)
Duration: Instantaneous

You issue a divine command, and the sky answers with a single violent act of weather.

Choose a point you can see within range. Weather crashes down in a 20-foot-radius Sphere centered on that point. Choose Rain, Wind, Thunder, or Lightning.

Each creature of your choice in the Sphere must make the saving throw specified by the chosen edict.

Rain. Each target makes a Strength saving throw. On a failed save, it takes 5d8 Bludgeoning damage, has the Prone condition, and has its Speed halved until the start of your next turn. On a successful save, it takes half as much damage only. Exposed nonmagical flames in the area are extinguished.

Wind. Each target makes a Strength saving throw. On a failed save, it takes 5d8 Bludgeoning damage, is pushed up to 20 feet in a direction you choose, and has the Prone condition. On a successful save, it takes half as much damage, is pushed up to 10 feet, and doesn't have the Prone condition.

Thunder. Each target makes a Constitution saving throw. On a failed save, it takes 5d8 Thunder damage, has the Deafened condition until the start of your next turn, and can't take Reactions until then. On a successful save, it takes half as much damage only.

Lightning. Each target makes a Dexterity saving throw. On a failed save, it takes 6d8 Lightning damage and can't take Reactions until the start of your next turn. On a successful save, it takes half as much damage only.

This spell doesn't create, intensify, diminish, or claim a Weatherfront.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Time Domain

Deities Who Grant This Domain

Current default patrons are Aerethyss, Ardena Stoneharp, Cymbryn, Enannaria, Illario, Olia, Sulnakh, Tanaerithiel, Thalmir Runehold, and Z’hani.

Reason: Records the finalized deity-domain realignment in the August 17 compiled sourcebook.

Level 3 Feature Structure

Restored Chronal Attunement as the parent level-3 feature.

Echoes of What Was and Keeper of the First Moment remain subordinate components of Chronal Attunement.

Restored Level 3: Time Domain Spells as a separate level-3 feature.

Correct level-3 sequence:

Chronal Attunement → Time Domain Spells → Channel Divinity: Refuse the Hour

Reason: Restores the SRD/KRD Cleric-domain feature hierarchy and presentation structure.

Channel Divinity: Refuse the Hour

Narrowed the rewind to the creature reduced to 0 Hit Points.

The feature now restores that creature's pre-event Hit Points and reverses direct conditions and forced movement caused by the triggering event, but does not undo the event for other creatures or erase an ongoing spell, hazard, summon, or created area.

Reason: Prevents retroactive reconstruction of earlier turns and downstream game state while preserving the feature's intended death-denial function.

Refuse the Hour — Persistent Effects

If the fatal event is produced by an already-existing spell, hazard, summoned effect, or area, only the current instance affecting the protected creature is refused.

Reason: Prevents the feature from retroactively undoing the earlier event that created the ongoing effect.

Borrowed Second

Final damage-reduction scaling moved from Cleric level 14 to 17.

Reason: Aligns final subclass scaling with current Cleric progression.

Anchor the Hour

Renamed Domain Intercession: Anchor the Hour.

Reason: Aligns the level-10 feature with Khassid Cleric structure.

Anchor the Hour — Recharge

Clarified that additional uses can be purchased with a level 4+ spell slot.

Reason: Standardizes spell-slot expenditure language.

Avatar of the Hourglass

Moved from Cleric level 14 to 17.

Reason: Aligns the capstone with the current Cleric subclass chassis.

Avatar of the Hourglass — Anchor State

Reduced the recorded anchor state to each affected creature's position, current Hit Points, and conditions.

Reason: Substantially reduces encounter bookkeeping and makes the rewind practical to administer.

Avatar of the Hourglass — Scope

The temporal anchor records creatures in the encounter within 60 feet when the feature is activated.

Reason: Places a defined mechanical boundary around the rewind instead of requiring reconstruction of the entire encounter world.

Avatar of the Hourglass — Resources

Spell slots, Hit Dice, feature uses, magic-item charges, ammunition, consumables, and other resources expended during the unchosen hour remain expended after the rewind.

Destroyed or consumed objects are not restored.

Reason: Prevents resource-reset and consumable-duplication exploits while preserving the informational and tactical value of the second chance.

Avatar of the Hourglass — Memory

Creatures retain their memories of the unchosen hour.

Reason: Preserves the central narrative and tactical purpose of living through a possible future before rejecting it.

Avatar of the Hourglass — Invalid Spaces

If a creature's recorded space is no longer physically available, it returns to the nearest unoccupied space it can occupy.

Reason: Provides a resolution rule when the battlefield changes after the temporal anchor is created.

Slipstream

Limited the number of minor temporal interventions during one casting to the caster's spellcasting ability modifier (minimum of one).

A particular creature or object can be affected by only one intervention during the casting.

Reason: Prevents the spell's former “any number” language from allowing effectively unlimited object manipulation during one Bonus Action spell.

Unique Spells

Updated spell-level, Casting Time, higher-slot, capitalization, condition, and defined-game-term presentation throughout.

Reason: SRD 5.2.1 and Khassid Design Standards compliance.

Domain Insights

Updated to reflect the repaired Refuse the Hour and Avatar of the Hourglass mechanics while remaining concise and play-oriented.

Reason: Keeps the Insights comprehensive without turning them into an exhaustive rules commentary.

Complete corrected rules

Replace the printed domain rules with the following text.

Time Domain Features

Cleric LevelFeatures
3Chronal Attunement, Time Domain Spells, Channel Divinity: Refuse the Hour
6Borrowed Second
10Domain Intercession: Anchor the Hour
17Avatar of the Hourglass
Level 3: Chronal Attunement

You have learned to sense the weight of moments before and behind you. Places remember. Objects remember. Battlefields remember. When danger comes, you hear the first tick before others do.

You gain proficiency in History. If you already have proficiency in History, you gain proficiency in Insight or Religion instead.

You also learn the Guidance cantrip if you don't already know it. For you, the cantrip can call forth brief impressions from moments that left a mark on the world.

Echoes of What Was

When you cast Guidance on yourself and make an Intelligence (History) check before the spell ends, you can touch or closely examine a place, object, corpse, inscription, relic, doorway, altar, battlefield, or another subject tied to meaningful events.

On a successful check, the GM may reveal a brief temporal echo connected to the subject, if one exists. The echo might be a name, image, emotion, repeated phrase, remembered sound, rough age, sense of sequence, or impression of a significant event.

This feature reveals significance, not certainty. It doesn't reveal hidden creatures, bypass magic that blocks Divination, or provide detailed answers on its own.

Keeper of the First Moment

When Initiative is about to be rolled, before any creature rolls, choose one ally you can see within 60 feet of yourself, which can be yourself, and one enemy you can see within 60 feet of yourself.

The chosen ally has Advantage on its Initiative roll, and the chosen enemy has Disadvantage on its Initiative roll.

You can use this benefit once each time Initiative is rolled.

Level 3: Time Domain Spells

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

Cleric LevelPrepared Spells
3Augury, Bless, Momentum Shift†, Slipstream†
5Haste, Slow
7Divination, Freedom of Movement
9Chronal Lock†, Collapse the Moment†

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Refuse the Hour

You invoke your deity to deny a fatal moment before it settles into history.

When a creature you can see within 60 feet of yourself is reduced to 0 Hit Points by a discrete event, such as an attack, spell, hazard, trap, or other resolved effect, you can take a Reaction and expend one use of your Channel Divinity to refuse that hour.

For the triggering creature only, undo the direct effects of that event. It returns to the number of Hit Points it had immediately before the event resolved, and any conditions or forced movement imposed on it solely by that event are undone.

The triggering event remains spent and otherwise resolved. Its effects on other creatures, objects, areas, and ongoing spells or magical effects aren't undone.

If the creature was reduced to 0 Hit Points by damage or another effect produced by an already-existing spell, hazard, summoned effect, or area, only that instance of the effect on the triggering creature is refused. The effect that created it remains.

The Hour Takes Its Due

After you refuse the hour, you take Force damage equal to your Cleric level + your Wisdom modifier (minimum of 1).

This damage can't be reduced or prevented in any way.

Level 6: Borrowed Second

You borrow a single breath from the edge of harm, lessening a wound before it fully becomes part of the present.

When you or an ally you can see within 30 feet of yourself takes damage, you can take a Reaction to reduce that damage by 1d8 + your Wisdom modifier.

If this reduces the damage to 0, the protected creature can move up to 10 feet without provoking Opportunity Attacks.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Cleric level 17, the damage reduction increases to 2d8 + your Wisdom modifier.

Level 10: Domain Intercession: Anchor the Hour

You anchor your companions to their proper place in the flow of time, protecting their bodies, memories, and movement from hostile disruption.

As a Bonus Action, choose yourself and a number of allies equal to your Wisdom modifier (minimum of one ally) within 30 feet of yourself. Each chosen creature is anchored for 1 minute.

The effect ends early for all creatures if you have the Incapacitated condition.

While anchored, a creature gains the following benefits.

Fixed in Place

The creature can't be teleported, transported to another plane, moved through extradimensional space, or moved by a hostile magical effect against its will.

Fixed in Self

The creature has Advantage on saving throws against effects that would magically alter its form, age, memories, or identity.

Fixed in Sequence

The creature has Advantage on saving throws against the Paralyzed and Stunned conditions.

Fixed in Motion

The creature's Speed can't be reduced by hostile magical effects unless the creature chooses to allow it.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot to use it again.

Level 17: Avatar of the Hourglass

You can set one moment aside from history, allowing an encounter to be lived once before deciding whether that possible future should become true.

While you are in combat or another Initiative-based encounter, you can take a Bonus Action to establish a temporal anchor.

When you create the anchor, record the following information for each creature in the encounter within 60 feet of yourself:

its current space;

its current Hit Points;

the conditions affecting it.

The anchor lasts for 1 minute.

Before the anchor ends, at the end of any turn, you can turn back the hour, provided you don't have the Incapacitated condition.

When you do, each recorded creature returns to the Hit Points and conditions it had when the anchor was created and returns to its recorded space.

If a recorded space is no longer available, the creature appears in the nearest unoccupied space it can occupy.

Spell slots, Hit Dice, class and subclass feature uses, magic-item charges, ammunition, consumables, and other resources expended after the anchor was created remain expended. Objects destroyed or consumed during that time aren't restored.

Creatures retain their memories of the unchosen hour.

Spells, summoned creatures, created areas, and other effects don't return merely because they existed when the anchor was created, and effects created after the anchor aren't automatically ended unless returning a recorded creature's conditions requires it.

If you don't turn back the hour before the minute ends, the possible future becomes fixed and the feature ends.

Once you use Avatar of the Hourglass, you can't use it again until you finish a Long Rest. An encounter can't be rewound more than once by this feature.

Running the Unchosen Hour

Record only the anchor information required by this feature. You don't need to track a second copy of every resource, object, spell, or environmental change.

The unchosen hour may reveal danger, habit, weakness, or consequence, but it doesn't promise the same outcome twice.

Unique Spells

Level 1 Spells
Momentum Shift

Level 1 Transmutation

Casting Time: Reaction, which you take when a creature you can see within range makes an attack roll, ability check, or saving throw
Range: 30 feet
Components: V, S
Duration: Instantaneous

You disrupt a creature's timing at the instant effort becomes consequence.

The triggering creature subtracts 1d6 from the roll. You must cast this spell before the GM says whether the roll succeeds or fails.

Using a Higher-Level Spell Slot. When you cast this spell using a level 3 or 4 spell slot, the die becomes a d8. When you use a level 5+ spell slot, the die becomes a d10.

Level 2 Spells
Slipstream

Level 2 Transmutation

Casting Time: Bonus Action
Range: Self
Components: S
Duration: Special

You step outside the current moment, moving through the slowed edge of the present before returning to the place where the instant began.

When you cast the spell, you gain special movement equal to twice your Speed. This movement is the only movement granted by the spell, and the total distance you travel during it can't exceed twice your Speed, including the distance traveled away from and back to your starting space.

You must begin and end this movement in the space where you cast the spell. If you can't return to that space as part of this movement, the spell fails and you don't move.

During this movement, you don't provoke Opportunity Attacks and can move through other creatures' spaces, but you can't move through solid objects or barriers unless another effect allows you to do so. You can't end this movement in another creature's space.

During this movement, you can perform a number of minor temporal interventions equal to your spellcasting ability modifier (minimum of one). A particular creature or object can be affected by only one intervention during the casting.

Each intervention must be within your reach when you perform it. Choose from the following.

Displace an Object. Move one unattended Small or smaller object weighing no more than 10 pounds up to 10 feet to an unoccupied space you can see.

Return to Hand. Place one unattended object within your reach into the hand of a willing creature within your reach. The object must be something the creature could hold in one hand.

Set the Moment. Draw or stow an object, pick up an unattended object, place an object you are carrying into the hand of a willing creature, open or close an unlocked door, pull a lever, turn a key, extinguish a small flame, knock over a loose object, or perform a similar simple object interaction.

Correct the Angle. Adjust a willing creature's grip, stance, Shield, weapon, Holy Symbol, Spellcasting Focus, or similar held item. The next Opportunity Attack made against that creature before the start of your next turn has Disadvantage.

You can't use this spell to make an attack, cast another spell, activate or use a magic item, administer a potion or other consumable, force a creature to move, impose a condition, directly damage a creature, manipulate an unwilling creature's body, or move an object worn or carried by an unwilling creature.

You also can't place an object in a space occupied by an unwilling creature or bypass the normal time required to don or doff armor or a Shield.

After you return to your starting space, the spell ends.

Level 5 Spells
Chronal Lock

Level 5 Abjuration

Casting Time: Magic action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You bind a creature to its appointed moment, preventing it from slipping out of sequence.

Choose one creature you can see within range. The target must make a Wisdom saving throw.

On a failed save, the target is chronally locked for the duration. While locked, it suffers the following effects:

Its Speed is halved.

It can't teleport, travel to another plane, or move through extradimensional space.

It can't take Reactions.

On its turn, it can take either an Action or a Bonus Action, not both.

At the end of each of its turns, the target repeats the saving throw, ending the spell on itself on a success.

On a successful initial save, its Speed is halved and it can't take Reactions until the end of its next turn, and the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5. Each target must be within 30 feet of at least one other target.

Collapse the Moment

Level 5 Transmutation

Casting Time: Magic action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You force a creature's personal timeline into violent dissonance, causing too many possible moments to converge at once.

Choose one creature you can see within range. The target must make a Wisdom saving throw.

On a failed save, it takes 6d8 Psychic damage, has the Incapacitated condition until the end of its next turn, and has the Prone condition. While Incapacitated in this way, its Speed is 0.

On a successful save, it takes half as much damage and can't take Reactions until the start of your next turn.

A creature that fails this saving throw remembers fragments of the collapse: false choices, impossible memories, and versions of itself that never truly existed.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Torment Domain

Level 3 Feature Structure

Correct sequence: Vessel of Agony → Torment Domain Spells → Channel Divinity: Wrack the Will.

Domain Spells are restored as a distinct level-3 feature, and the Unique Spell dagger note uses the standard Khassid wording.

Reason: Aligns the domain with the current Cleric subclass structure.

Vessel of Agony

Agony Dice are generated only by qualifying damage from a hostile creature or hostile effect during combat or another Initiative-based encounter.

Self-inflicted damage, willing-ally damage used to manufacture dice, and effects intentionally entered or triggered for that purpose don't generate Agony Dice.

The final Pain Threshold and Agony Die progression moves from level 14 to level 17.

Reason: Preserves the pain-to-resource identity while closing deliberate damage-farming exploits and aligning progression.

Channel Divinity: Wrack the Will

Now explicitly expends one use of Channel Divinity and uses the Cleric's spell save DC.

After the Cleric forces an interruption save against a creature, that creature can't be interrupted again during the same use of Wrack the Will.

The two-Agony-Die additional-target option remains limited to one additional creature.

Reason: Gives the action-canceling mechanic a clear and enforceable limit.

Barbed Benediction

Clarified saving throws, eligible equipment, the 15-foot additional-target chain, and that dice spent to add targets don't determine the feature's damage.

Each damage roll uses the Agony Die size shown for the Cleric's current level.

Reason: Prevents ambiguous multi-target expansion and separates targeting cost from damage resolution.

Domain Intercession: Chained Suffering

Presented as the level-10 Domain Intercession and limited to once on each of the Cleric's turns when an Agony Die deals Psychic damage.

Reason: Aligns the feature with current progression and timing language.

Level 17: Crown of Agony

Moved from level 14 to level 17. Damage reduction and Agony Die generation now occur at most once per round from one bound ally's qualifying damage.

The revised feature no longer discards all held Agony Dice or prevents further Agony Die generation when the Crown ends.

Immediately after gaining dice through the Crown, the Cleric may expend held dice against one visible creature within 60 feet.

Reason: Aligns progression, controls repeated damage conversion, and removes the former post-feature resource lockout.

Unique Spells

Agonizing Rebuke, Agonizing Exaltation, Curse of Endless Pain, and Chains of Anguish were standardized to current spell formatting and successful-save language.

Casting Time, Range, Components, Duration, conditions, damage, and higher-slot language now follow SRD 5.2.1 presentation.

Reason: Current spell-format and adjudication compliance.

Domain Insights

Revised to emphasize genuine battlefield pressure, the prohibition on manufactured injury, tactical Agony Die spending, and the domain's control-and-retaliation role.

Reason: Keeps the guidance comprehensive without requiring or rewarding self-harm or exhaustive feature instruction.

Complete corrected rules

Replace the printed domain rules with the following text.

Level 3: Torment Domain Spells

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

Cleric LevelPrepared Spells
3Agonizing Rebuke†, Bane, Hold Person, Inflict Wounds
5Agonizing Exaltation†, Curse of Endless Pain†
7Bestow Curse, Phantasmal Killer
9Chains of Anguish†, Geas

† Unique spells are described under Unique Spells below.

Torment Domain Features

Cleric LevelFeatures
3Vessel of Agony, Torment Domain Spells, Channel Divinity: Wrack the Will
6Barbed Benediction
10Domain Intercession: Chained Suffering
17Crown of Agony
Level 3: Vessel of Agony

Your deity teaches you to make suffering useful.

You gain proficiency in Intimidation or Insight.

You also learn the Toll the Dead cantrip if you don't already know it. It counts as a Cleric cantrip for you.

In addition, you can transform meaningful pain into divine fuel.

Agony Dice

When you take qualifying damage from a single source while you are in combat or another Initiative-based encounter, you gain one Agony Die for each full amount of damage equal to your Pain Threshold, as shown in the Agony Dice table.

For the purpose of this feature, damage qualifies if it is dealt by an enemy or by a hazard or other effect that you didn't create, willingly enter, or intentionally trigger for the purpose of generating Agony Dice.

Damage you willingly deal to yourself doesn't qualify. Damage deliberately dealt by a willing ally for the purpose of generating Agony Dice also doesn't qualify.

Cleric LevelPain ThresholdAgony Die
38d6
612d6
1015d8
1720d8

For example, if your Pain Threshold is 20 and you take 23 qualifying damage from one source, you gain one Agony Die. If you take 45 qualifying damage from that source, you gain two Agony Dice.

You can hold a number of Agony Dice equal to your Wisdom modifier (minimum of one). If you gain an Agony Die while already holding your maximum number, the new die is lost.

You lose all unspent Agony Dice when you finish a Long Rest.

Once on each of your turns when you deal damage to a creature with a Cleric spell or weapon attack, you can expend one Agony Die, roll it, and add the number rolled to the damage as Psychic damage.

Level 3: Channel Divinity: Wrack the Will

You flood a creature with pain sharp enough to interrupt intent.

As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and choose one creature you can see within 60 feet of yourself.

The target must make a Wisdom saving throw against your spell save DC. On a failed save, it is wracked with divine agony for 1 minute. On a successful save, it suffers no effect.

When you use this Channel Divinity, you can expend two Agony Dice to choose one additional creature you can see within 30 feet of the first target. The additional target makes its own saving throw.

You can add no more than one target in this way.

While a creature is wracked, when it attempts to take an Action, Bonus Action, or Reaction, you can force it to make a Wisdom saving throw against your spell save DC.

On a failed save, the triggering Action, Bonus Action, or Reaction fails and is wasted. On a successful save, the creature completes it normally.

After you force this saving throw against a creature, you can't interrupt that creature again during this use of Wrack the Will.

At the end of each of its turns, a wracked creature repeats the Wisdom saving throw, ending the effect on itself on a success.

Level 6: Barbed Benediction

You command instruments of war and protection to turn against those who rely on them.

As a Bonus Action, choose one creature you can see within 60 feet of yourself that is wearing armor, wielding a weapon, or holding a Shield.

You can expend any number of Agony Dice when you use this feature, choosing one additional eligible creature for each die expended. Each additional creature must be within 15 feet of another target of this feature.

Agony Dice expended to add targets are spent normally. They don't determine the damage dealt by this feature.

Each target must make a Constitution saving throw against your spell save DC.

On a failed save, choose one manufactured weapon, Shield, or suit of armor the target is wearing or holding. Divine barbs erupt from that object for 1 minute.

The effect depends on the chosen object. Whenever the feature calls for an Agony Die roll, roll one die of the size shown for your Cleric level in the Agony Dice table.

Armor. The target takes Psychic damage equal to one Agony Die roll at the start of each of its turns. Its Speed is also reduced by 10 feet, and it has Disadvantage on the next Dexterity check or Dexterity saving throw it makes before the start of its next turn.

Weapon. The target takes Psychic damage equal to one Agony Die roll the first time on each of its turns that it makes an attack with the weapon. It also has Disadvantage on the first attack roll it makes with that weapon on each of its turns.

Shield. The Shield's bonus to AC is reduced by 1. In addition, the target takes Psychic damage equal to one Agony Die roll the first time on each of its turns that an attack misses it while it is benefiting from the Shield's bonus to AC.

At the end of each of its turns, a target repeats the Constitution saving throw, ending the effect on itself on a success. The effect also ends for a target if it is no longer wearing or holding the chosen object.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 10: Domain Intercession: Chained Suffering

Your deity teaches you to bind one creature's agony to another's flesh.

Once on each of your turns when you expend an Agony Die to deal Psychic damage to a creature, you can choose another creature you can see within 15 feet of the damaged creature.

The second creature must make a Wisdom saving throw against your spell save DC. On a failed save, it takes Psychic damage equal to one roll of your Agony Die, and its Speed is reduced by 10 feet until the start of your next turn. On a successful save, it suffers no effect.

If the original target is affected by your Wrack the Will or Barbed Benediction, the second creature has Disadvantage on the saving throw.

Level 17: Crown of Agony

You can bind the suffering of others into a living web, dulling their pain and refining it into divine punishment.

As a Bonus Action, you manifest a crown of invisible barbs for 1 minute. When you do, choose a number of willing creatures you can see within 30 feet of yourself up to your Wisdom modifier (minimum of one).

For the duration, each chosen creature is bound by your Crown of Agony while it is within 60 feet of you.

Once per round, when a bound creature other than you takes qualifying damage from a single source equal to or greater than your Pain Threshold, you can dull that pain. Roll one Agony Die and reduce the damage by the number rolled.

You then gain Agony Dice from the qualifying damage as though you had taken that damage yourself, using the damage before this reduction to determine how many Agony Dice you gain. You can't hold more Agony Dice than your Wisdom modifier (minimum of one).

Immediately after you gain one or more Agony Dice in this way, you can expend any number of Agony Dice you are holding. Choose one creature you can see within 60 feet of yourself and roll the expended dice. The chosen creature takes Psychic damage equal to the total rolled.

Once you use Crown of Agony, you can't use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Agonizing Rebuke

Level 2 Necromancy

Casting Time: Reaction, which you take when a creature you can see within 30 feet of yourself damages you or another creature you can see
Range: 30 feet
Components: V, S
Duration: Instantaneous

You answer harm with a lash of divine agony. The triggering creature must make a Wisdom saving throw.

On a failed save, it takes 2d8 Psychic damage and can't take Reactions until the start of its next turn. On a successful save, it takes half as much damage only.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Level 3 Spells
Agonizing Exaltation

Level 3 Necromancy

Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You magnify the agony stored within you, forcing it toward a single terrible release. Until the spell ends, you can't expend Agony Dice except as part of this spell.

As a Magic action, you can end the spell and release your stored agony in a psychic scream. When you do, expend any number of Agony Dice you are holding. For this release, the expended dice become d10s.

Each creature of your choice in a 15-foot Cone must make a Wisdom saving throw. On a failed save, a creature takes Psychic damage equal to the total rolled and can't take Reactions until the start of your next turn. On a successful save, the creature takes half as much damage only.

If the spell ends before you release the scream, you lose one Agony Die.

Curse of Endless Pain

Level 3 Necromancy

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You afflict one creature you can see within range with pain that refuses to fade. The target must make a Constitution saving throw. On a failed save, it is cursed for the duration. On a successful save, the spell ends.

While cursed, the target takes 2d6 Psychic damage at the start of each of its turns. In addition, the first time on each of its turns that it makes an attack roll or ability check, it subtracts 1d4 from the roll.

At the end of each of its turns, the target repeats the saving throw, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The Psychic damage increases by 1d6 for each spell slot level above 3.

Level 5 Spells
Chains of Anguish

Level 5 Necromancy

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

Barbed chains of divine torment coil around one creature you can see within range. The target must make a Strength saving throw.

On a failed save, it has the Restrained condition for the duration. While Restrained in this way, the target takes 3d8 Psychic damage at the start of each of its turns. On a successful save, the spell ends.

At the end of each of its turns, the target repeats the saving throw, ending the spell on itself on a success.

When the spell ends, you can choose one other creature within 15 feet of the target. That creature must make a Wisdom saving throw. On a failed save, it takes 3d8 Psychic damage as the chains snap toward it. On a successful save, it takes half as much damage.

Using a Higher-Level Spell Slot. The ongoing Psychic damage and the final Psychic damage each increase by 1d8 for each spell slot level above 5.

Vitality Domain

Authoritative corrected version

Replace the sourcebook version in full. The corrected domain uses the current vitality-pool rules, Undead interactions, progression, spells, and narrative boundaries.

The complete corrected Vitality Domain is the August 17, 2026 version also published in KRD 2.2.0. See the KRD 2.2.0 entry above for its feature-by-feature mechanical summary.

Complete corrected rules

Replace the printed domain rules with the following text.

Vitality Domain Features

Cleric LevelFeatures
3Continuance Doctrine, Vitality Domain Spells, Channel Divinity: Surge of Vitality
6Doctrine of Preservation
10Domain Intercession: Sancto vael Vitae
17Shared Sustenance
Level 3: Continuance Doctrine

You are initiated into divine authority over the persistence of life.

Sanctioned Practice

You gain proficiency in the Medicine skill and with the Herbalism Kit.

Hands of Sustenance

You possess a reservoir of divine vitality. The reservoir contains a number of points equal to three times your Cleric level + your Wisdom modifier (minimum of 1 point), and you regain all expended points when you finish a Long Rest.

As a Magic action, you can touch a creature and expend points from the reservoir to restore an equal number of Hit Points to it. You can’t restore more Hit Points than the creature’s Hit Point maximum.

When you restore Hit Points this way, you can expend 10 additional points to end the Blinded or Deafened condition on the creature.

Vital Rejection

The vitality you administer is violently incompatible with Undead existence. As a Magic action, you can touch an Undead creature and expend up to twice your Cleric level in points from your Hands of Sustenance. The creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes Force damage equal to the number of points spent. On a successful save, it takes half as much damage.

Level 3: Vitality Domain Spells

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

Vitality Domain Spells
Cleric LevelPrepared Spells
3Cure Wounds, Healing Word, Lesser Restoration, Stay the End†
5Revivify, Vital Mandate†
7Aura of Life, Edict of Vital Continuance†
9Greater Restoration, Mass Cure Wounds

† Unique spells are described under Unique Spells below.

Level 3: Channel Divinity: Surge of Vitality

You assert a sudden mandate that life must continue.

As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity. Choose a number of creatures you can see within 30 feet of yourself up to your Wisdom modifier (minimum of one).

For each chosen creature, apply the appropriate effect.

Living Creature. The creature regains Hit Points equal to 1d8 + your Wisdom modifier.

Undead Creature. The creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes Force damage equal to 1d8 + your Wisdom modifier. On a successful save, it takes half as much damage.

Alternatively, instead of restoring Hit Points or dealing damage to a chosen creature, you can end the Blinded, Deafened, or Poisoned condition on it.

Level 6: Doctrine of Preservation

Your authority over life deepens.

Practiced Medicine

You gain Expertise in Medicine.

Reclaimed Restoration

When you cast a Cleric spell with a spell slot and that spell restores Hit Points to at least one creature, restorative power that exceeds a creature’s Hit Point maximum can replenish your Hands of Sustenance.

Immediately after the spell ends, you can regain a number of expended Hands of Sustenance points equal to the spell slot’s level + your Wisdom modifier, up to both the amount of excess healing produced by the spell and your Hands of Sustenance maximum.

You can benefit from Reclaimed Restoration only once for each spell you cast.

Sanctioned Authority

When you restore Hit Points to a creature with Hands of Sustenance, you can expend 15 additional points to end the Poisoned condition on that creature.

Level 10: Domain Intercession: Sancto vael Vitae

You emanate a field of persistent restorative pressure in which life continually attempts to reassert itself.

While you don’t have the Incapacitated condition, you emanate a 30-foot Emanation.

Persistent Vitality

Once per turn when a creature of your choice in the Emanation that has at least 1 Hit Point takes damage, that creature regains Hit Points equal to your Wisdom modifier immediately after taking the damage.

An Undead creature receives no healing from this feature.

Vital Pulse

As a Bonus Action, you can transform the Emanation for 1 minute. Persistent Vitality is suppressed for the duration.

While Vital Pulse is active, at the end of each creature’s turn, apply one of the following effects if that creature is in the Emanation and took damage since the start of that turn:

Living Creature. A creature of your choice that has at least 1 Hit Point regains Hit Points equal to 1d8 + your Wisdom modifier.

Undead Creature. An Undead creature of your choice must make a Constitution saving throw against your spell save DC. On a failed save, it takes Force damage equal to 1d8 + your Wisdom modifier. On a successful save, it takes half as much damage.

Once you activate Vital Pulse, you can’t activate it again until you finish a Long Rest unless you expend one use of your Channel Divinity to activate it again.

Flesh Reasserted

While Vital Pulse is active, a living creature in the Emanation can take a Magic action to reattach one of its severed body parts other than its head, provided the severed part is within its reach. The part immediately returns to full function.

This benefit can’t restore a destroyed or missing body part and has no effect on a dead creature.

Level 17: Shared Sustenance

You can surrender your own vitality so that others may temporarily wield your authority over continuance.

As a Magic action, choose a number of willing creatures you can see within 30 feet of yourself up to your Wisdom modifier.

You immediately expend all remaining points in your Hands of Sustenance and lose half your current Hit Points, rounded down. This Hit Point loss can’t be reduced or prevented in any way.

For 1 minute, each chosen creature gains a Sustenance Pool containing a number of points equal to twice your Cleric level.

A creature with a Sustenance Pool can take a Magic action to touch itself or another creature and expend any number of points from its pool to restore an equal number of Hit Points to that creature.

Alternatively, the creature can touch an Undead creature, expend any number of points up to your Cleric level, and force it to make a Constitution saving throw against your spell save DC. On a failed save, the Undead takes Force damage equal to the points expended. On a successful save, it takes half as much damage.

Any unspent Sustenance Pool points disappear when the feature ends.

Once you use Shared Sustenance, you can’t use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Stay the End

Level 2 Abjuration

Casting Time: Reaction, which you take when a creature you can see within range is reduced to 0 Hit Points
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You issue a divine injunction that arrests the onset of death.

Until the spell ends, the target has the Unconscious condition at 0 Hit Points but doesn’t make Death Saving Throws. The creature isn’t Stable and doesn’t regain Hit Points from this spell.

Damage affects the creature normally, including causing failed Death Saving Throws or killing it outright as appropriate.

The spell ends early if the creature regains any Hit Points. If the spell ends while the creature remains at 0 Hit Points, it begins making Death Saving Throws normally.

Level 3 Spells
Vital Mandate

Level 3 Abjuration

Casting Time: Reaction, which you take when a creature you can see within range regains Hit Points
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

You command restored vitality to hold against the next assault.

Record the number of Hit Points the triggering creature regained. The first time the target takes damage before the spell ends, it regains Hit Points immediately after taking that damage equal to the lesser of the recorded amount or the damage taken. The spell then ends.

This healing can’t restore a creature that was killed by the triggering damage.

Level 4 Spells
Edict of Vital Continuance

Level 4 Abjuration

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You issue a divine edict that life must assert itself—or that undeath must yield before it.

Choose up to three creatures you can see within range. Apply the appropriate effect to each creature.

Living Creature. The creature regains 4d8 + your spellcasting ability modifier Hit Points.

Undead Creature. The creature makes a Constitution saving throw. On a failed save, it takes 4d8 + your spellcasting ability modifier Force damage. On a successful save, it takes half as much damage.

Using a Higher-Level Spell Slot. The healing and damage increase by 1d8 for each spell slot level above 4.

Water Domain

Overview

The following changes apply to the submitted Water Domain.

WD-01 — Avatar of the Living Deep

Original: Avatar of the Living Deep is gained at 14th level.

Errata: Change the feature to:

17th-Level Water Domain Feature

This aligns the feature with the current Khassid Cleric-domain progression.

WD-02 — Hydrokinesis Heading

Original: Hydrokinesis 10th-Level Water Domain Feature

Errata: Replace the heading with:

WD-03 — Shape of Living Water: Minor Action

Original: The feature uses a Minor action for several utility effects.

Errata: Remove the Minor action paragraph entirely.

WD-04 — Shape Water

Original: “You learn the shape water cantrip if you don’t already know it.”

Errata: Replace with:

“You learn the Elementalism cantrip. It counts as a Cleric cantrip for you. When you cast it, you can use only its Beckon Water or Sculpt Element option, and Sculpt Element can affect only water or mist.”

WD-05 — Domain Spell: Wall of Water

Original 5th-Level Domain Spells: sleet storm, wall of water

Errata: Replace with:

sleet storm, water breathing

WD-06 — Cleansing Rain: Target Limit

Original: “Choose any number of creatures in the Sphere.”

Errata: Replace with:

“Choose a number of creatures in the Sphere up to your Wisdom modifier (minimum of one creature).”

WD-07 — Cleansing Rain: Temporary Hit Points

Original: “Each chosen creature gains Temporary Hit Points equal to 2d8 + your Cleric level…”

Errata: Replace with:

“Each chosen creature gains Temporary Hit Points equal to 1d8 + your Wisdom modifier…”

WD-08 — Cleansing Rain: Burning Terminology

Original: “…can immediately end the Burning or Poisoned condition on itself.”

Errata: Replace with:

“…can immediately end either the Burning hazard or the Poisoned condition on itself.”

Burning is a Hazard in SRD 5.2.1, not a condition.

WD-09 — Body of the River: Grappled and Restrained

Original: “…you have Advantage on ability checks and saving throws you make to escape or avoid the Grappled or Restrained condition.”

Errata: Replace with:

“…you have Advantage on ability checks and saving throws you make to avoid or end the Grappled or Restrained condition.”

WD-10 — Hydrokinesis: Liquid from Worn or Carried Containers

Original: Hydrokinesis can rupture or open a sealed container worn or carried by an unwilling creature after a Dexterity saving throw.

Errata: Remove that entire paragraph.

Replace the liquid-source restriction with:

“You can draw liquid from open containers, puddles, fountains, wet soil, soaked cloth, snow, ice, or similar unattended sources. If the liquid is inside a sealed, unattended, nonmagical container, the container opens, leaks, cracks, or otherwise releases the liquid as appropriate.

You can’t draw liquid from a creature or from anything the creature is wearing or carrying. You also can’t draw liquid from a magic item, magical container, or magical liquid unless the GM allows it.”

WD-11 — Hydrokinesis: Uses

Original: “You can use Hydrokinesis a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.”

Errata: Replace with:

“Once you use Hydrokinesis, you can’t use it again until you finish a Long Rest unless you expend one use of your Channel Divinity when you take the Bonus Action to activate it.”

WD-12 — Water Armor

Original: “The chosen creature gains Temporary Hit Points equal to 2d8 + your Wisdom modifier…”

Errata: Replace with:

“The chosen creature gains Temporary Hit Points equal to 1d8 + your Wisdom modifier. These Temporary Hit Points disappear at the start of your next turn.”

The Fire Resistance remains unchanged while those Temporary Hit Points remain.

WD-13 — Cleansing Flow

Original: Cleansing Flow grants Temporary Hit Points equal to 1d8 + Wisdom modifier and ends Burning.

Errata: Remove the Temporary Hit Points.

Replace the effect with:

“Choose yourself or one allied creature in the liquid’s space or within 5 feet of it. The chosen creature can immediately end either the Burning hazard or the Poisoned condition on itself. Unattended nonmagical flames in the liquid’s space are extinguished.”

WD-14 — Avatar of the Living Deep: Crushing Depth Trigger

Original: “When a hostile creature starts its turn in the Emanation or enters it for the first time on a turn…”

Errata: Replace the feature with:

“At the start of each of your turns, each hostile creature in the Emanation makes a Strength saving throw against your Cleric spell save DC.”

Remove the sentence:

“A creature can be affected by Crushing Depth only once per turn.”

It is no longer necessary.

WD-15 — Avatar of the Living Deep: Crushing Depth Damage

Original: “4d8 Bludgeoning damage”

Errata: Change to:

“3d8 Bludgeoning damage”

The Speed-halving effect remains unchanged.

WD-16 — Sovereign Current

Original: “When you create the Emanation, you can immediately create the sacred liquid of your Hydrokinesis feature without expending a use of that feature.”

Errata: Replace with:

“When you create the Emanation, you can immediately activate Hydrokinesis without expending its normal use or a use of Channel Divinity. Doing so ends any sacred liquid you previously created with Hydrokinesis.”

The increased Cube size, increased movement, and additional d8 remain unchanged.

WD-17 — Wellspring Mercy

Original: “The creature gains Temporary Hit Points equal to 2d8 + your Wisdom modifier…”

Errata: Replace with:

“The chosen creature gains Temporary Hit Points equal to 1d8 + your Wisdom modifier and can immediately end either the Burning hazard or the Poisoned condition on itself.”

WD-18 — Shield of Condensation: Reaction Trigger

Original Casting Time: “Reaction, which you take when you or a creature you can see within 30 feet of yourself takes damage”

Errata: Replace with:

Casting Time: Reaction, which you take when you or a creature you can see within 30 feet of yourself would take damage

WD-19 — Shield of Condensation: Burning Terminology

Original: “If the target has the Burning condition…”

Errata: Replace with:

“If the protected creature is affected by the Burning hazard, it can immediately end that hazard on itself.”

WD-20 — Tidal Armor: Opportunity Attacks

Original: “While any of these Temporary Hit Points remain, the target has resistance to Fire and Cold damage, and Opportunity Attacks against it are made with Disadvantage.”

Errata: Replace with:

“While any of these Temporary Hit Points remain, the target has Resistance to Fire and Cold damage.”

Remove the Opportunity Attack clause.

WD-21 — Unique Spell Dagger Note

Original: “† New spells are described under Unique Spells below.”

Errata: Replace with the required Khassid wording:

“† Unique spells are described under Unique Spells below.”

This wording is required by the Khassid Design Standards.

WD-22 — Feature Table

Add the following Water Domain feature table before the feature descriptions:

WD-23 — Domain Spell Clarification: Conjure Elemental

Add immediately beneath the Water Domain Spells table:

“When you cast Conjure Elemental as a Water Domain spell, you must choose water for the spirit’s element.”

WD-24 — Presentation and Terminology Cleanup

Apply the following throughout the document:

Capitalize defined SRD 5.2.1 terms consistently.

Use Magic action, Bonus Action, and Reaction in current SRD form.

Use Resistance, Temporary Hit Points, Holy Symbol, Lightly Obscured, Difficult Terrain, Proficiency Bonus, and condition names with current capitalization.

Refer to Burning as a Hazard, not a condition.

Present Unique Spells according to SRD 5.2.1 spell formatting.

Present the Water Domain in the standard Khassid order: introduction, Domain Spells, feature table, features by level, Unique Spells, Domain Insights.

Unchanged Elements

The following elements require no errata from this review:

Deities Who Grant This Domain: Antaz, Ilya Greenbriar, Karmorr, Liantharion, Morgdhav, Naelis, and Tokarn

Crushing Depth's base 2d10 + Cleric level Channel Divinity damage

Yielding Form's damage reduction

Flow Through's core function and usage limit

Crushing Surge

Grasping Water

Water Shield

Water Weapon

Hydrokinesis's 1-minute duration

Hydrokinesis's 30-foot movement and 60-foot control range

Avatar's 30-foot Emanation

Deepborn Shelter

Avatar's once-per-Long-Rest recharge

Shield of Condensation's base reduction and scaling

Tidal Armor's Temporary Hit Points, Fire/Cold Resistance, retaliation damage, and higher-level scaling

Domain Insights structure and intended adaptive playstyle

The overall Water Domain concept and its central Hydrokinesis mechanic remain intact.

Complete corrected rules

Replace the printed domain rules with the following text.

Water Domain Features

Cleric LevelFeatures
3Shape of Living Water, Water Domain Spells, Channel Divinity: Call the Sacred Waters
6Body of the River
10Domain Intercession: Hydrokinesis
17Avatar of the Living Deep
Level 3: Shape of Living Water

The sacred element answers your touch, gathering as mist, rain, current, frost, or still reflection.

You learn the Elementalism cantrip. It counts as a Cleric cantrip for you. When you cast it, you can use only its Beckon Water or Sculpt Element option, and Sculpt Element can affect only water or mist.

You gain a Swim Speed equal to your Speed, and you can hold your breath for twice as long as normal. In addition, you ignore Difficult Terrain caused by nonmagical water, mud, shallow flooding, slick stone, wet ground, snow, or ice.

As a Magic action, you can create one of the following effects:

You extinguish one nonmagical fire you can see within 30 feet of yourself that fits within a 5-foot Cube.

You disperse nonmagical fog or mist in a 5-foot Cube you can see within 30 feet of yourself.

You chill, warm, or purify up to 1 gallon of nonmagical liquid you touch. Purifying the liquid removes ordinary sediment, salt, rot, and spoilage.

You clean mud, blood, ash, salt, grime, or similar nonmagical residue from one creature or object you touch.

Level 3: Water Domain Spells

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

Cleric LevelPrepared Spells
3Create or Destroy Water, Fog Cloud, Mirror Image, Shield of Condensation†
5Sleet Storm, Water Breathing
7Control Water, Tidal Armor†
9Cone of Cold, Conjure Elemental (water only)

† Unique spells are described under Unique Spells below.

When you cast Conjure Elemental as a Water Domain spell, you must choose water for the spirit's element.

Level 3: Channel Divinity: Call the Sacred Waters

You call divine water into being, choosing whether it falls as mercy or rises as pressure. As a Magic action, you present your Holy Symbol, expend one use of your Channel Divinity, and choose Cleansing Rain or Crushing Depth.

Cleansing Rain

Choose a point you can see within 60 feet of yourself. Sacred rain falls in a 15-foot-radius Sphere centered on that point, then fades.

Choose a number of creatures in the Sphere up to your Wisdom modifier (minimum of one creature). Each chosen creature gains Temporary Hit Points equal to 1d8 plus your Wisdom modifier and can immediately end either the Burning hazard or the Poisoned condition on itself.

Unattended nonmagical flames in the Sphere are extinguished, and the area is Lightly Obscured by mist until the start of your next turn.

Crushing Depth

Choose a point you can see within 60 feet of yourself. Divine water surges in a 15-foot-radius Sphere centered on that point, then collapses inward.

Each creature of your choice in the Sphere makes a Strength saving throw against your Cleric spell save DC. On a failed save, a creature takes Bludgeoning damage equal to 2d10 plus your Cleric level, is pushed or pulled up to 10 feet in a direction of your choice, and has its Speed reduced by 10 feet until the start of your next turn. On a successful save, the creature takes half as much damage only.

Unattended nonmagical flames in the Sphere are extinguished.

Level 6: Body of the River

Your body learns the sacred lesson of water: what cannot be stopped may still flow.

You have Resistance to Cold damage, and you can breathe air and water.

In addition, you can move through a hostile creature's space as though it were Difficult Terrain. You can't willingly end your movement in another creature's space. You also have Advantage on ability checks and saving throws you make to avoid or end the Grappled or Restrained condition.

Yielding Form

When a creature you can see hits you with an attack, you can take a Reaction to turn partially fluid, causing the blow to pass through you like a blade through water. Reduce the damage you take from the triggering attack by an amount equal to your Cleric level plus your Wisdom modifier (minimum reduction of 1).

You can use Yielding Form a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Flow Through

As a Bonus Action, you take on a fluid, waterlike form until the end of the current turn. While in this form, you can move through openings as narrow as 1 inch without squeezing, provided an opening leads to an unoccupied space large enough for you to occupy on the other side.

You can flow under a door, through loose bars, through a drain, through a crack in stone, or through a similar opening that liquid water could reasonably pass through. You can't use this movement to enter a sealed container, pass through solid matter, move through an opening blocked by a watertight seal, or end your turn in a space too small for your normal form.

You can use Flow Through a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 10: Domain Intercession: Hydrokinesis

You can gather liquid into a sacred current and shape it into armor, weapon, shield, wave, grasp, or cleansing flow.

As a Bonus Action, you create a single mass of sacred liquid in a space you can see within 60 feet of yourself. The liquid fits within a 5-foot Cube. You can form it from divine water condensed from the air or from unattended nonmagical liquid you can see within 60 feet of yourself.

You can draw liquid from open containers, puddles, fountains, wet soil, soaked cloth, snow, ice, or similar unattended sources. If the liquid is inside a sealed, unattended, nonmagical container, the container opens, leaks, cracks, or otherwise releases the liquid as appropriate.

You can't draw liquid from a creature or from anything the creature is wearing or carrying. You also can't draw liquid from a magic item, magical container, or magical liquid unless the GM allows it.

The sacred liquid lasts for 1 minute, until you dismiss it (no action required), until you create another sacred liquid with this feature, or until you have the Incapacitated condition. It can occupy another creature's space and doesn't count as a creature or an object. When the feature ends, the liquid falls, spills, evaporates, or disperses harmlessly.

When you create the sacred liquid, and as a Bonus Action on your later turns while it lasts, you can move it up to 30 feet to a space you can see within 60 feet of yourself and command it to produce one of the following effects.

Crushing Surge

Choose one creature in the liquid's space or within 5 feet of it. The target makes a Strength saving throw against your Cleric spell save DC. On a failed save, the target takes 3d8 Bludgeoning damage and is pushed or pulled up to 10 feet in a direction of your choice. On a successful save, the target takes half as much damage only.

Grasping Water

Choose one Large or smaller creature in the liquid's space or within 5 feet of it. The target makes a Strength saving throw against your Cleric spell save DC. On a failed save, the target takes 2d8 Bludgeoning or Cold damage (your choice), and its Speed is 0 until the start of your next turn. On a successful save, the target takes half as much damage only.

Water Armor

The liquid flows around you or one allied creature in its space or within 5 feet of it, forming a shifting mantle of sacred water. The chosen creature gains Temporary Hit Points equal to 1d8 plus your Wisdom modifier. These Temporary Hit Points disappear at the start of your next turn. While any of these Temporary Hit Points remain, the creature has Resistance to Fire damage.

Water Shield

The liquid rises into a curved shield around you or one allied creature in its space or within 5 feet of it. Until the start of your next turn, the chosen creature has Half Cover. In addition, the first time the chosen creature takes Acid, Cold, Fire, Bludgeoning, Piercing, or Slashing damage before then, reduce that damage by 1d8 plus your Wisdom modifier.

Water Weapon

The liquid forms a whip, spear, blade, hammer, trident, or similar weapon of sacred water. Make a melee spell attack against one creature within 10 feet of the liquid. On a hit, the target takes 3d8 Bludgeoning or Cold damage (your choice), and you can move the target up to 5 feet to an unoccupied space you can see.

Cleansing Flow

Choose yourself or one allied creature in the liquid's space or within 5 feet of it. The chosen creature can immediately end either the Burning hazard or the Poisoned condition on itself. Unattended nonmagical flames in the liquid's space are extinguished.

The sacred liquid can flow through openings as liquid water could, but it can't pass through solid barriers, watertight seals, sealed containers, or spaces you can't see. The liquid can't be used to drown a creature, fill a creature's lungs, carry objects, or create drinkable water unless another feature or spell says otherwise.

Once you use Hydrokinesis, you can't use it again until you finish a Long Rest unless you expend one use of your Channel Divinity when you take the Bonus Action to activate it.

Level 17: Avatar of the Living Deep

You become the vessel of the sacred deep: river, storm, rain, flood, mist, undertow, and crushing pressure moving as one divine will.

As a Bonus Action, you create a 30-foot Emanation of sacred water, mist, rain, and pressure originating from yourself. The Emanation moves with you and lasts for 1 minute, until you dismiss it (no action required), or until you have the Incapacitated condition.

The Emanation Lightly Obscures its area and extinguishes unattended nonmagical flames. It doesn't create enough water to drown creatures, flood sealed spaces, extinguish magical fire, or move unattended objects unless a feature says otherwise.

While the Emanation lasts, you gain the following benefits.

Deepborn Shelter

You and creatures of your choice in the Emanation have Resistance to Fire and Cold damage, can breathe air and water, and ignore Difficult Terrain caused by nonmagical water, mud, snow, or ice.

Crushing Depth

At the start of each of your turns, each hostile creature in the Emanation makes a Strength saving throw against your Cleric spell save DC. On a failed save, a creature takes 3d8 Bludgeoning damage, and its Speed is halved until the start of your next turn. On a successful save, it takes half as much damage only.

Sovereign Current

When you create the Emanation, you can immediately activate Hydrokinesis without expending its normal use or a use of Channel Divinity. Doing so ends any sacred liquid you previously created with Hydrokinesis.

While Avatar of the Living Deep lasts, your sacred liquid can fit within a 10-foot Cube, and whenever you move it with Hydrokinesis, you can move it up to 60 feet instead of 30 feet.

In addition, whenever you roll one or more d8s for a Hydrokinesis effect, roll one additional d8.

Wellspring Mercy

At the start of each of your turns, choose one creature of your choice in the Emanation. The chosen creature gains Temporary Hit Points equal to 1d8 plus your Wisdom modifier and can immediately end either the Burning hazard or the Poisoned condition on itself.

Once you use Avatar of the Living Deep, you can't use it again until you finish a Long Rest.

Unique Spells

Level 2 Spells
Shield of Condensation

Level 2 Abjuration

Casting Time: Reaction, which you take when you or a creature you can see within 30 feet of yourself would take damage
Range: 30 feet
Components: V, S
Duration: Instantaneous

You condense water from the air into a sudden shield of sacred liquid. Reduce the triggering damage by 2d8 plus your spellcasting ability modifier.

If the triggering damage is Acid, Cold, or Fire damage, reduce it by an additional 1d8. If the protected creature is affected by the Burning hazard, it can immediately end that hazard on itself.

Using a Higher-Level Spell Slot. The damage reduction increases by 1d8 for each spell slot level above 2.

Level 4 Spells
Tidal Armor

Level 4 Abjuration

Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a shell, pearl, or drop of blessed water)
Duration: Concentration, up to 1 minute

You wrap a willing creature in living water, forming armor that ripples, hardens, and flows with each blow. The target gains Temporary Hit Points equal to 3d8 plus your spellcasting ability modifier.

While any of these Temporary Hit Points remain, the target has Resistance to Fire and Cold damage.

In addition, when a creature within 5 feet of the target hits it with a melee attack while any of these Temporary Hit Points remain, the attacker takes 2d8 Bludgeoning or Cold damage (your choice).

The spell ends early if none of these Temporary Hit Points remain.

Using a Higher-Level Spell Slot. The Temporary Hit Points increase by 1d8 for each spell slot level above 4.

Updating from the July 26 sourcebook

  1. Open the affected domain and review its change summary.
  2. Expand Complete corrected rules and replace the printed domain's mechanical text, tables, and Unique Spells with that block.
  3. For Faith and Vitality, the same corrected rules are also published in KRD 2.2.0.
  4. Confirm feature hierarchy, prepared spells, Channel Divinity costs, timing, targets, and resource recovery before play.
  5. Download the revised sourcebook from DriveThruRPG or khassid.com. This errata remains the version record for the July 26 edition.

Morgdhavian Archipelago sourcebook

The Morgdhavian Archipelago Keeper’s Dossier

Official replacement rules for the optional Bulwark Resonance subsystem.

Errata issued August 17, 2026Original publication July 26, 2026
  • Pages 110–119
  • Chapter 10 replaced
  • Keeper’s Eyes Only
  • Major rules revision

Updated book available. The Morgdhavian Archipelago Keeper’s Dossier was updated on DriveThruRPG and khassid.com as of August 18, 2026 at 23:25 EST. The revised book incorporates the corrected Chapter 10 rules summarized below. We apologize for the disruption this revision may cause existing campaigns, and we appreciate your patience.

Chapter 10: Optional Bulwark Resonance

Resonance requirements and strength

  • Resonance requires at least two Bulwark Clerics defending the same specifically named charge under meaningful pressure, with at least one qualifying Bulwark feature, Channel Divinity option, or Bulwark Domain spell active.
  • Every participant must pay the normal activation or resource cost for the interaction being used.
  • Two Bulwarks establish Resonance; four establish Reinforced Resonance; six or more establish Great Resonance.
  • Remove the former +1/+2/+3 Resonance Bonus Scale. Resonance Strength grants no universal bonus to AC, saving throws, damage reduction, healing, or damage.

Resonance areas and expansion

  • A Resonance area exists only when its anchor feature or spell already defines an area or Emanation. Ward of Fellowship, Interlinked Resolve, Aegis Conduit, and Aegis Bond do not create an area merely by participating in Resonance.
  • A qualifying stationary Emanation expands by 5 feet at Resonance, 10 feet at Reinforced Resonance, or 15 feet at Great Resonance, never exceeding twice its normal radius.
  • Godshield can expand to a maximum radius of 30 feet. Living Citadel remains capped at a 40-foot radius.
  • Separate active copies remain separate anchors unless a defined rule expressly combines them.

Feature and spell interactions

  • Use only the defined interactions for Formation Disciple, Ward of Fellowship, Godshield, Interlinked Resolve, Aegis Conduit, and Living Citadel. Overlap alone does not multiply identical bonuses, Resistances, damage riders, healing, Temporary Hit Points, or death-prevention effects.
  • Use only the defined Resonance interactions for Aegis Bond, Radiant Retaliation, Guardian’s Step, and Shield of the Faithbound. Remove the reference to Aegis of the Radiant Line; that spell is not part of the corrected Bulwark Domain.
  • Use the corrected August 17 Bulwark Domain progression. Living Citadel is a level-17 feature and cannot be approximated or accessed early through Resonance.

Collapse

  • Recalculate participation immediately when a Bulwark withdraws, becomes Incapacitated, stops maintaining the qualifying effect, or ceases defending the charge. Benefits requiring a lost threshold end immediately.
  • Resonance ends when fewer than two qualifying Bulwarks remain. The underlying features and spells continue according to their own rules and durations.
  • If the anchor ends, its Resonance ends unless another active qualifying copy of the same feature already includes the named charge and becomes the new anchor.

Collective Manifestation

  • Collective Manifestation requires at least three founding Bulwark Clerics. Every founder must possess the manifested feature, defend the same charge, use it simultaneously, and pay its normal cost.
  • The founders choose one founder’s occupied space as the fixed founding center. All distance requirements are measured from that space.
  • Collective Godshield creates a 25-foot Emanation. Shared Defense remains +1, Steadfast Mercy adds one 1d4, and Unbroken Line can trigger once. At least two founders must remain inside and not Incapacitated. Normal Resonance can expand it only to 30 feet.
  • Collective Living Citadel requires at least three level-17 founders, each expending Living Citadel. It creates a 40-foot Emanation. Resistances do not multiply; Unbroken Defense benefits a creature once; Sanctified Reprisal uses the highest founder Wisdom modifier; Consecrated Ground uses the highest founder Cleric level. Its radius cannot increase beyond 40 feet.
  • When a Collective Manifestation ends, it does not become an individual version. Establishing a later individual feature requires a new use and its normal cost.

Updating the July 26 dossier

  1. Disregard the former Resonance Bonus Scale and any discretionary bonuses in Chapter 10.
  2. Apply the thresholds, limits, interactions, and collapse rules recorded above.
  3. Use the corrected August 17 Bulwark Domain whenever Chapter 10 refers to a domain feature or Unique Spell.
  4. Download the revised Keeper’s Dossier from DriveThruRPG or khassid.com. This errata remains the version record for the July 26 edition.