Repose Domain

Although your deity represents death and departure, they present this final rest as a reward for a life well spent rather than a dark end to existence. As a result, you see the perversion of death, especially undead, as a prevision of the promises of your deity. You are likely a gravedigger and an administer of last rights, and likely devote much of your time to helping others cope with the mystery and fear that most experience when confronted with the finality of death.

Channel Divinity: When you channel divinity to heal, only allies are affected. Instead of healing hit point damage, affected creatures gain fast healing equal to half the total number of channel divinity dice you possess (minimum 1) for a number of rounds equal to your cleric level. Multiple uses of this ability don’t stack; instead, they reset the duration. When you channel to harm, you affect only undead creatures and deal positive energy damage to them.

Domain Powers: Clerics with the repose domain gain the following domain powers at the indicated levels.

Gentle Rest (Sp): At 5th level, you can spend 1 Resolve Point as a standard action to touch a creature, bestowing it with lethargy. If the target is living, it becomes staggered for 1 round. A living creature that is already staggered falls asleep for 1 round instead. If the target is undead, it takes damage equal to your channel divinity damage dice and is staggered for 1 round. A successful Will save reduces the damage by half, but doesn’t prevent the staggered condition.

Ward Against Death (Su): At 9th level, you can spend 2 Resolve Points to emit a 30-foot aura that wards against death for a number of rounds equal to your cleric level. Living creatures in this area are immune to death effects, energy drain, and effects that cause negative levels. This ability doesn’t remove any negative levels that a creature has already gained, but their penalties are suppressed while the target remains within the aura.

Enhanced Lethargy (Su): At 13th level, whenever you use the gentle rest domain power, you can increase the ability’s Resolve Point cost by 3 in order to increase the duration of any asleep or staggered conditions created by the ability by a number of rounds equal to your cleric level. A successful Will save reduces the duration to 1 round.

Mass Rest (Su): At 17th level, whenever you use channel divinity to harm, you can spend a number of additional Resolve Points up to your Wisdom modifier. For every 2 additional Resolve Points spent, you cause one creature of your choice that failed its Will save to become staggered for a number of rounds equal to your Wisdom bonus.

Domain Spell List

1st—unseen servant
2ndcryogenic repose
3rd—deathwatch
4th—speak with dead
5threst eternal
6thcall spirit
7th—crush skull
8thanti-life shell
9thwail of the banshee


The Starfarer's Companion from Rogue Genius Games
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