In looking back over my archives here, I realized that even though I shared a few of the subclasses I made for Theros, I never actually posted all of them! Now seems like a good time to correct that.
If you do like what you see here, I've also got an entire compendium full of monsters, magic items, and other character options, all inspired by and made for Theros, a Greek mythology inspired setting. Over 150 pages worth of content, its available over on my patreon for all paying patrons, a deal that starts at just $2/month!
From the beginning, I wanted to make a cleric domain for this day, even though cleric already has a bazillion subclasses.
So first, I thought about what greek god has a domain that is not represented among the current clerics. And I eventually wandered to Hestia. While Fire domain is a thing (I think, as I said, there are approximately a thousand cleric subclasses, I don't know them all by memory) the Home part is not represented among a domain.
I wanted this to be a very support-focused subclass, and I think I did that pretty well.
Apotheosis Domain
In Virae, clerics perform the role of both priest and understudy. Often clerics are extra hands on deck, assisting with day to day tasks and errands. Those who undertake the apotheosis campaign often do so as part of their own graduate studies on the path to godhood.
Spells
3rd: Guardian Light, Shooting Star, Sea of Threads, Defensive Measures
5th: Divine Waters, Radiant Barrage
7th: Aura of Refusal, Unifying Chain
9th: Shield of Life, Soul Link
Clerk
At 3rd level, you gain a bonus prepared spell from any spell list. The spell must be of a level you can cast, and can be changed on a long rest.
Warrior
You gain proficiency with heavy armor and martial weapons at 3rd level.
Assistant
At 6th level, whenever you cast a healing or buffing spell on an allied creature, you are also under the effects of that spell for the duration.
Understudy
At 17th level you gain a closer step towards divinity in your own right. Fiends, Celestials, and Undead all have disadvantage on attacking you and you have advantage when these creatures force you to make saves.
As mentioned when discussing Torog, I like the idea of a sacred darkness. Twilight domain gave me a lot of what I wanted, but darkness can go a little bit further, I think.
I will say, however, that I’ve no idea how balanced this particular idea is.
DIVINE DOMAIN: DARKNESS
Before there was light, there was darkness, the primal void that cradled creation. There is darkness yet: the velvet shroud of night, the passages deep beneath the earth, the grey shadows that live even surrounded by light. Deities of the darkness domain, such as Shar, Nut, Nyx, Hecate, Erebos, Torog or Thautam, may be deities of primal darkness, the personifications of night, or perhaps deities of those places still untouched by light, the deities of the depths. They may be deities of the dark beyond the world, or the dark beyond the grave. They may be deities of mystery, of hidden things, of magic. Or perhaps they are deities of inner as well as outer darkness, deities of vengeance, secrets, death, and annihilation. Regardless, they are all, and their worshippers, linked by the velvet embrace of that oldest of domains: the darkness.
DOMAIN SPELLS
Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
At each indicated cleric level, you add the listed spells to your spells prepared.
Darkness Domain Spells
Cleric Level Spells
1st Armour of Agathys, Sleep
3rd Darkness, Pass Without Trace
5th Gaseous Form, Hunger of Hadar
7th Greater Invisibility, Shadow of Moil
9th Enervation, Hallow
SHROUD OF NIGHT
Sacred darkness shrouds your presence and expands your awareness. Beginning at 1st level, you gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks while in dim light or darkness.
EYELESS BLESSING
The darkness has taught you that you need not eyes to perceive the world around you. At 1st level, you have blindsight to a range of 10ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. This range increases as you gain levels in this class, to 20ft at 6th level, 30ft at 12th level, and 60ft at 17th level.
In addition, as an action, you can magically share this blindsight for 1 minute with a number of willing creatures within 30ft of you, up to a number of creatures equal to your Wisdom modifier. Once you have used this action, you cannot do so again until you have finished a long rest, unless you expend a spell slot of any level to use it again.
CHANNEL DIVINITY: CLOAK OF DARKNESS
Starting at 2nd level, you can use your channel divinity to weave living shadow into a defense for yourself or another willing creature. As a bonus action on your turn, you present your holy symbol and gather darkness to you, weaving it into a protective cloak for yourself or another willing creature within 10ft of you. This cloak lasts for 1 minute, and grants a +2 bonus to AC for the duration.
DARK SHADOWS
Beginning at 6th level, you can call more actively upon the living darkness to attack your foes. When you slay a humanoid, you can capture its shadow as it dies and transform it into a Shadow, the statistics for which are in the Monster Manual. When the shadow appears, it gains temporary hit points equal to half your cleric level, as well as a bonus to its attack rolls equal to your Wisdom modifier. The shadow is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
The shadow remains in your service until the end of your next long rest, at which point it dissolves back into darkness.
Once you bind a shadow with this feature, you can't use the feature again until you finish a long rest
BLESSED STRIKES
Starting at 8th level, when a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 cold or necrotic damage (your choice) to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
FALL OF NIGHT
At 17th level, you are an avatar of dusk and darkness, and can cast a pall of night across a battlefield. You can use your action to draw down an aura of magical darkness centred upon yourself. This aura spreads darkness in a radius of 60ft and dim light for a further 30ft beyond that, and lasts for 1 minute or until you dismiss it using another action. A creature with darkvision cannot see through this darkness, and non-magical light, as well as light created by spells of 6th level or lower, can't illuminate the area. While this darkness lasts, you and any of your allies that share your Eyeless Blessing deal extra psychic damage equal to your Wisdom modifier the first time you deal damage to a creature on your turn.
The Domain of Chaos represents the lack of control and the unpredictability of the world around us all. Clerics of Chaos tend to avoid many other Domains, thriving away from the strict rules upheld by them.
Those who worship the gods of Chaos hold law and government in low regard, worshipping individuality and doing what they believe is right regardless of obligations. Many work to bring down the governments entirely, though most are willing to accept them and simply work around them wherever they can.
Chaos Domain Spells
When you choose this Domain at level 1, you gain additional spells when you reach certain levels in this class. Once you gain access to a Domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Wager
Starting when you choose this domain at 1st level, your magic carries with it a powerful, chaotic energy, which you may tap into at will. As a reaction, you can give yourself advantage on any saving throw made until the start of your next turn. If you still fail the saving throw, however, you must immediately roll a d6. If the number rolled is odd, you must then roll on the Wild Magic Surge table found in the Wild Magic Sorcerer subclass. After using this feature and succeeding on all saving throws made while it is active, the next time you cast a cleric spell of 1st level or higher, you must roll a d6. If the number rolled is a 1, you must roll on the Wild Magic Surge table.
Additionally, whenever you roll on the Wild Magic Surge table for any feature granted by this class, if you roll 99-00, you must reroll twice on the table and take both results, ignoring 99-00 rolls.
Channel Divinity: Spread Chaos
Beginning at 2nd Level, you can use your Channel Divinity to spread your chaotic magic to those around you. Choose a creature you know the location of within 60 feet. The next time the creature casts a spell of 1st level or higher, they must roll on the Wild Magic Surge table immediately after.
In addition, you may target a wand, ring of spell-storing, spell scroll, or other object that contains a spell. When that object is used to cast a spell it contains, its user must roll on the Wild Magic Surge table immediately after.
Bend Luck
Starting at 6th level, you are granted the ability to twist fate using your wild magic. When a creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. You may use this feature a number of times equal to your Wisdom modifier, regaining all uses at the end of a long rest.
Disobey
When you reach 6th level in this class, your faith in unpredictability has emboldened you against those who seek to force you in line. You have advantage on saving throws against being charmed, as well as saving throws against any magical effect that compels you to follow an order, such as the Command, Geas, or Suggestion spells.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with chaotic magic. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type is determined by rolling 1d6 and consulting the Damage table below.
1: Force
2: Fire
3: Lightning
4: Bludgeoning
5: Cold
6: Acid
When you reach 14th level, the extra damage increases to 2d8
Chaos Incarnate
When you reach level 17, your entire being is filled with a boiling pool of chaos, ready to burst forth at a moment’s notice. Whenever you roll on the Wild Magic Surge table, you may choose to reroll the d100 once per surge. You must take the new effect.
In addition, as a bonus action on your turn, you may choose to roll on the Wild Magic Surge table and cause a creature you can see to take the effects. You must choose which creature is targeted before you roll on the table.
You may use this secondary feature a number of times equal to your wisdom modifier, regaining all uses after a long rest. However, if this feature is used more than once before taking a short or long rest, the surge effect is applied to yourself as well as the target.