Civilization Domain Spells
|1st||Alarm, Comprehend Languages|
|3rd||Arcane Lock, Knock|
|5th||Meld Into Stone, Daylight|
|7th||Glyph of Warding, Meld into Stone|
|9th||Animate Objects, Creation|
When you choose this domain at first level, you gain the mending can trip if you don’t already know it.
Also at first level, you can use the city environment more efficiently. When fighting amongst crates, market stalls, barrels, etc. if you are attacked by a creature you can see, you can use a reaction to quickly utilize some city related feature within 5 feet of you to help dodge the blow imposing a disadvantage on the attack roll.
You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: What do you want most in the world?
Starting at 2nd level, you can use your channel divinity to find anything in the civilized area you are looking for. As an action, you present your holy symbol and invoke the name of your deity. A magical blue guiding path will appear that only you can see that will lead you to whatever it is you are looking for within the city. If the thing in question is out of the city, it will lead you as far as it can along roads to your destination, if it is beyond a road, it will end pointing in the direction it is located in. This ability lasts until you find the object you are looking for, or you cast it to find something else.
Starting at 6th level, while dealing nonlethal damage you deal 3d6 additional damage.
Starting at 8th level, if you would be flanked or hit by a surprise attack you may use your reaction to impose a disadvantage to their attack rolls.
Make way for Civilization
Starting at 17th level, you can cast move earth a number of times equal to your wisdom modifier per long rest.