The earliest priests honored an entire pantheon of gods or even all gods known to them, comfortable in the notion that each god has their place and function, their role to play. They see stories of the gods primarily as parables, preserving the lore but also providing parallels to mortal existence. They particularly like homilies spun from the legendarium of the gods that serve as inspirational, educational, and cautionary tales.
As the ages rolled on, it became more common for individuals to have strong resonance with a specific deity and become an exponent thereof. But the old ways never entirely went away, there are still non-denominational priests and chapels here and there, and the syncretic embracing of cultural myth retains its universal appeal among the common folk.
This is a mild and quiet faith that holds to the idea that all things have their time and place, that zealotry and obsession with narrow concerns at the expense of a broader view is dangerous, and that tolerance is beneficial. Rather than doctrine or sermons, it relies on parables and evocative yarns. Instead of slavish devotion or compulsory worship, it prefers small daily rituals of quick prayers and momentary reflections upon the mythos of the gods when there is something relevant to one's current situation.
As a Bonus Action you can expend a use of your Channel Divinity to bless one or more creatures of your choice with Heroic Inspiration. You can choose yourself, any creature you can see, and any creature you have a telepathic connection with to be a recipient of this blessing, but cannot choose a number of creatures that is greater than your Wisdom modifier (minimum 1).
You gain proficiency with your choice of History, Insight, Performance, Persuasion, or Religion. You also gain Expertise with your choice of a skill you are proficient with from that same list.
Your connection to this divine domain ensures you always have certain spells ready.
When you reach a Cleric level specified in the Pantheonic Domain Spells table, you thereafter always have the listed spells prepared. They are Cleric spells for you and do not count against your Prepared Spell limit.
| Cleric Level | Spells |
|---|---|
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Borrowed Knowledge, Ceremony, Minor Illusion, Silent Image, Warding Bond |
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Major Image, Tongues |
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Death Ward, Divination |
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Hallow, Legend Lore |
You can expend two uses of your Channel Divinity to use a Channel Divinity feature of any other cleric domain or paladin oath.
Contingency. The spell Contingency is always prepared by you, is a cleric spell for you, and does not count against your prepared spell limit. You may cast it by brandishing your Holy Symbol, without need of spell components. Contingency ends on you if your Holy Symbol is ever not on your person.
Temple of the Gods. The spell Temple of the Gods is always prepared by you, and does not count against your prepared spell limit. For you, casting this spell on the same spot every day for a month makes the effect permanent (instead of a year).
Pantheonic Rituals. 1st level and higher Pantheonic Domain Spells that do not have the Ritual tag, Contingency, and Temple of the Gods are all modified to have the Ritual tag when cast by you. Casting these spells as Rituals takes the form of observing the rites and traditions of your pantheon's belief system.
Level 1 Evocation (Cleric, Paladin)
Casting Time: 1 hour or Ritual
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous
Source: Xanathar's Guide to Everything (modified)
You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a Wish spell.
Investiture You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn't cast the spell within 24 hours, the invested spell is lost.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Level 2 Divination (Bard, Cleric, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a book worth at least 25 gp)
Duration: 1 hour
Source: Strixhaven: A Curriculum of Chaos
Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Level 7 Conjuration (Cleric)
Casting Time: 1 hour
Range: 120-feet
Components: V, S, M (a Holy Symbol worth at least 5 gp)
Duration: 24 hours
Source: Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells. Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by Dispel Magic, and Antimagic Field has no effect on it. Disintegrate or similar effects destroy the temple instantly.
Permanence: Casting this spell on the same spot every day for a year makes this effect permanent.