Bring peace to the restless

To Netandiel and many other gods, death and the afterlife are a foundational part of the workings of the universe. To resist death, or to desecrate the dead’s rest, is an abomination. Followers of these gods seek out restless spirits and put them to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures.

Level 3: Grave Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.

Table: Grave Domain Spells

Level 3: Path to the Grave

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to mark another creature’s life force for termination. As a Bonus Action, you choose one creature you can see within 60 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has Vulnerability to all of that attack’s damage, and then the curse ends.

Level 3: Eyes of the Grave

You can sense the presence of the Undead, whose existence is an insult to the natural cycle of life. As a Magic action, you can open your awareness to magically detect Undead. Until the end of your next turn you know the location of any Undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. In addition, as a Reaction you can extend this sight to one allied creature within 30 feet of you until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 6: Sentinel at Death’s Door

You gain the ability to impede death’s progress. As a Reaction when you or an ally that you can see within 30 feet of you suffers a Critical Hit, you can turn that attack into a normal hit. Any effects triggered by a Critical Hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 17: Keeper of Souls

You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t Incapacitated. Once you use it, you can’t do so again until the start of your next turn.