I have a player who is playing a complete pacifist cleric (please, no comments about how that's a terrible awful horrible idea that ruins D&D; I know it's unpopular, but I find it to be a fun challenge for me as a DM). So, I've made some changes to the Life Domain cleric to ensure she isn't left with a ton of useless (and nonsensical) spells and proficiencies.
Some clerics are so dedicated to the preservation and development of life that they refuse to bring any harm against another creature. These pacifists may insist that their traveling compatriots also refrain from killing, or they may simply refuse to do damage themselves. With their impressive repertoire of healing abilities, shields, and buffs, these clerics should nevertheless not be underestimated by those who stand against them.
Unless specified here, all features of this domain are the same as in the PHB.
At level 1: Do not take any weapon proficiencies. Instead, you take two other skill proficiencies from the Cleric list, for a total of four. You will also gain one additional proficiency with a tool or instrument.
Your starting gear, if you choose to take the default packs, does not include any weaponry.
At level 3: instead of automatically learning the spell Spiritual Weapon, you learn the spell Spiritual Shield, detailed below:
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral shield within range that lasts for the duration or until you cast this spell again. The caster must specify a target when first casting the spell. It can target any creature, hostile or not, and does not require a saving throw. If the shielded creature moves on its turn, the shield moves with it.
As a bonus action on your turn, you can move the shield to another creature within 20 feet of the first creature. The shield can appear however you wish, and its stats do not change based on its appearance.
The shield can have one (1) of the following effects:
- The target’s AC is boosted by +2, as if they were using a shield, but without the requirement of actually holding one. If the target is already using a shield, this has no effect.
- The target gains resistance to one of the following forms of damage: necrotic, poison, or psychic.
At level 7: instead of automatically learning the spell Guardian of Faith, you learn the spell Aura of Life.
At level 8: instead of gaining the Divine Strike feature, you gain the Dual-Focused feat, from the Tal’Dorei Campaign Setting book.
For reference, the Dual-Focused feat description (Tal’Dorei Campaign Setting v1.1, p. 108-109) says:
If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously. You must spend a standard action each subsequent round on maintaining this concentration, or lose concentration for both spells.
At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you’ve been concentrating on two spells). On a failure, you lose concentration for both spells. You can drop concentration on one of your spells during your turn as a free action to avoid this saving throw.
Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both spells’ levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both spells.
I have already asked about the balance of the spell spiritual shield here. Please direct comments about it to the appropriate question. (In general, however, I'm not looking for more feedback on the spell at this point.)
The player in question has purchased the Tal'Dorei Campaign Setting, so she has access to the full text of the feat.