Guidance has always been a necessity, no man knows all, that there are men that know a great many things about a single topic.
Clerics are students, scholars, experts in the fields of their Celestial Patrons they are not merely priests, they find themselves as Mercenaries, Engineers, Scientists, Vigilantes, Soldiers, Doctors, Farmers, they are found in many walks of life.
Clerics have a close connection to their Celestial Patron, a real, quantifiable connection that is anchored in study and experience. These Celestials grant feats of strength to their Agents, giving them power of the elements and more without requiring the use of any Ether Catalyst. Though not all clerics rely on the eldritch or occult powers to fulfill their Celestial's will.
Unlike Wizards, that become lost in their own cycle of arcane spelunking, Clerics make use of their knowledge to impact their world, and are often used as consultants or moderators for things such as Trade Contracts, Treaties, and Conflict Resolution.
Hit Dice. 1d8 per Cleric level
Armour. Light Armour, Medium Armour, Shields
Weapons. All simple weapons
Tools. None
Saving Throws. Wisdom, Charisma
Skills. Choose two from History, Insight, Medicine, Persuasion, and Religion
Spell-casting Ability. Wisdom
Spell save DC. 8 + your proficiency bonus + your Wisdom modifier
Spell attack Modifier. Your proficiency bonus + your Wisdom modifier
Ritual Casting. You may cast a cleric spell as a ritual, if that spell has the ritual tag and you have the spell prepared
Spellcasting Focus. You can use a Holy Symbol as a spell casting focus for your Cleric spells.
The storm is only the culmination of the tide and the wind. The tempest is the core of the raging storm, but also the calm. The celestial beings of Tempest grant passage through the crashing waves, but also take the peaceful winds from those without prudent preparation for the coming front.
Knowledge is power, with knowledge and beings true names, you have true power without limits. The celestial beings of knowledge impart their gifts on the willing to learn, and smite the willfully ignorant.
Pain is how we know we are alive. The broken ankle that never healed properly on a production line of thousands of innocents choking on smog and supplements. Celestials of Suffering revile in the pain of others. They bestow their agents the power to grant suffering who whom ever they see fit, but it just or unjust, they just want to make the living endure agony.
The first tool, it's creator knew not what scope of what they had done. The first, but it would not be the last. The Celestials of craft revel in the creation of all things, life, thought, trinkets, skylines, mechanisation, oddities. It is not the objective quality what matters, but the earnest act of creation that warms their absent hearts. Celestials grant their agents power over crafted things, contraptions and objects that were just simple parts, but now together so much more.
You don't need fear, power, strength, rules, morals. You just need to make people do what you want. Celestials of Cerebral bypass the rules and impart power over will to their agents. Laws are to be broken, as are people's minds to bind them to your own will.
Families, Communities, Empires, all are built on trade. The back bone of mutual benefit and compromise. The children are fed, nurtured, and kept warm, in the future one day they will do the same for their parents. A man trades a year of an excellent crop to those that hunger, and in return he receives timber and wire to help protect the next year's bounty. No man can do everything, and Celestials of Trade appreciate those who specialise, becoming experts in their fields, becoming worth a sizable contract, and who better to organise this contract, but an their agents.
Celestials of the Stars are protectors of their own realms. Their agents do not often care for issues of mortals, but seek out great threats to the intentions of all Celestials, and perhaps their very existence. Bestowing the very power of the heavens, their agents are neutral until threatened, peaceful until made war with, a threat to the gods and their interests is a signed contract for their own dismantlement.
Choose ONE domain related to your celestial patron.
Life.
Life is a consistent effort of multiple cells in concert, cleaning out the dead and the dying, replacing them with new fresh and uncorrupted cells. Celestial beings of life abhor aberrations, which represent the mockery of life.
Light.
Without Light there is only darkness. Darkness is a breeding ground for chaos, abberations, and sorrow. Without the light, we would all be lost in the world. The Celestial beings of light bestow their guidance on those willing to help others find their way, not all can bare the brightness of the light, but all find warmth.
Tempest.
The storm is only the culmination of the tide and the wind. The tempest is the core of the raging storm, but also the calm. The celestial beings of Tempest grant passage through the crashing waves, but also take the peaceful winds from those without prudent preparation for the coming front.
Trickery.
Truth is a fragment of our understanding, manipulating what is fact to make the lies become real results in strongest con. Celestial beings of Trickery take revelry in the game, they love creating chaos by implanting their control, and are happy to empower agents to make use of their power, be it to take control of someone else's con, or to implant doubt in the infallible.
War.
There is no Peace without War. War is the culmination of frustrations and clashing of minds and wills that cannot be satiated. Celestial beings of war do not revel in death or loss of innocence, instead they steady the hands of the soldiers, and warm the hearths of widows, guiding slain children to peace. Celestials of \War understand the inevitability of war, but do not stand idly by, and grant their agents power to maintain balance and honorable combat.
City.
Without walls, the wild tears at your family, without clothes the elements take you in your restless sleep. The city is the ultimate result of cellular life, thousands, if not more, of independent entities working together to form a single force of sanctuary. Celestials of the City and Communities are guides and comforters. They nuture seeds and shelter them as they grow. By working together, Celestials of the City know that progress is inevitable behind walls and agents that protect them.
http://media.wizards.com/2015/downloads/dnd/UA_ModernMagic.pdf
Entropy.
The ultimate peace is the absence of activity. Entropy pushes towards the ultimate equilibrium of inertia. Quell the crying babe, silence the roaring lion. Celestials of Entropy desire the end to all things. Agents of Entropy are not malicious, they merely want to see one's destiny be fulfilled to be at peace and at rest. There is no escaping Entropy, it lies at the end of all things, infinite peace is not urgent, as compared to forever, the present is nothing.
http://mfov.magehandpress.com/2015/06/entropy-domain.html
Industry.
Intelligence pushes towards efficiency. Efficiency requires industry. Industry makes the wind grind the grain, industry sparks the Ether to turn the wheel, industry pushes the bar forward and beyond. Celestials of Industry never stop working, and push their agents for new discoveries and methods to expand and consolidate mechanisation, to push forward the envelope and understanding of their world.
http://mfov.magehandpress.com/2015/10/gearpriest.html
Revenge.
A crime without a law, a villain without justice, happiness at the cost of innocent sorrow. Revenge is a dish served to the forever famished. Celestials of Revenge hide in the shadows, their agents trading in whispers, until the whispers turn to gargled breaths. A debt repaid.
Fauna.
Silence is unnerving, but a living forest is never silent. The bird song in the morning, the drum of a nocturnal mating call at night, the delicate cry of a new born, the victorious roar over a well chased kill. Celestials of Fauna delight in the cycle of life, bestowing their agents power to observe and maintain the balance in the wilds and the forests, and if needed, the iron walled cities.
Flora.
Without roots, the wind and rain would make mountains fall. Without algae, the world would suffocate. Flora is the catalyst of life, taking the power given by the sun, and creating the start of what will become food for the entirety of Aerdeskol. Celestials of Flora do their best to guide every last green stalk that remains. No effort of growth is to be wasted, for the charge of creating sustenance for all that lives is a matter not to be trifled with.
Fate.
We are all just the result of a culmination of inputs. A chemical machine, without set rules, set inputs, and no external interference. What was shall be and will be again, unless the Celestials of Fate empower their agents to throw a wrench in the cogs of space and time, bending probability and results to their will.
Destruction.
Be the world not end in a whimper, but a bang. Fiery brimstone, cryonic hailstorms, forces of thunder and destructive forces of psychic will. Celestials of Destruction use all that will bend to their will to drain or focus energy to result in great cataclysms. Celestials of Destruction revel in the focused annihilation of a subject, they care not if just or unjust, but grant their Agents the power to cleave peace in twain.
Darkness.
Before the Sun was given birth to, before the great sundering, there was always darkness, and one day there shall be again. Inconceivable forces rally and swarm in the darkness, their tendrils reaching into all crevices and homes across the tarred sky. Celestials of Darkness have given into what cannot be perceived, and grant their agents the power to fight the light, to drain it's power so they they too can revel in the cold dark abyss.
http://samwise7rpg.blogspot.co.nz/2014/10/cleric-domains-for-5th-edition-dungeons_23.html
You gain the ability to channel powerful energy directly from your Celestial Patron. You begin with two effects.
Turn Undead. and an effect determined by your domain.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use this feature again.
If an effect has a Saving Throw, it is the same as your Cleric spell save DC.
At level 6, you may use your Channel Divinity twice before having to rest.
And at level 18 you are able to use it three times before requiring rest to use it again.
Upon a Short or Long rest, all uses of Channel Divinity are replenished.
As an action, you present your holy symbol and speak a prayer to cleanse the undead.
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw.
If the creature fails the saving throw, it is turned for 1 minute, or until it takes any damage.
A turned creature must spend it's turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.
For it's action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
When an Undead fails it's saving throw against your Turn Undead feature, the creature is instantly destroyed if it's challenge rating is below a certain threshold found in the Destroy Undead table.
You may call on your Celestial Patron to intervene on your behalf when your need is dire.
Imploring your diety's aid requires you to use your action.
Describe the assistance you seek, and roll a percentile dice (d100). If your roll is equal to or lower than your cleric level, your deity intervenes.
The result is up to the DM's discretion, but typically will be related to your Cleric Spells or the Domain's spells.
If you Celestial Patron diety intervenes, you must wait 7 days before using this feature again. If the attempt was unsuccessfull, you can attempt to use it again after you finish a long rest.
Upon reaching Level 20, you call for Intervention succeeds automatically, no roll is required.