The domain of Sharing represents exchange, self-sacrifice, dialog, communion, and symbiosis. Skilled mediators, guardians, and pedagogues, clerics of this domain are not solely active as caretakers or at the courts of kings. Many of them are great travelers, and some join groups of adventurers among which they are an appreciated presence, capable of keeping the party going even in the worst circumstances. Many religious groups who do charity work or support the destitute follow this domain. On a darker note, some organizations put a great emphasis on sacrifice, in particular through rituals or within the context of wars.

These zealots are sometimes regarded as dangerous sects that must be shunned or brought down, and sometimes as saints worthy of admiration.

Sharing Domain Spells
Cleric Level Spells
1st charm person, healing word
3rd augury, enhance ability
5th remove curse, tongues
7th divination, guardian of faith
9th hallow, legend lore

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Persuasion skill. Your proficiency bonus is doubled for any ability check you make that uses this skill.


Also at 1st level, you can speak, read, and write three additional languages, including an Exotic one.

Channel Divinity: Divine Grace

Starting at 2nd level, you can find the divine inspiration to excel in a discipline even if you know nothing about it. As an action, you become proficient in a skill, tool, weapon, or armor for 10 minutes.

Channel Divinity: Miracle

Beginning at 6th level, you can make use of your divine sharing abilities to grant another the ability to cast one of your spells. As a bonus action, choose one of your prepared spells and designate a creature that you can see. You must expend a spell slot of a level appropriate to the chosen spell. The targeted creature becomes able to cast the chosen spell once, on the conditions detailed in the spell’s description, using your proficiency bonus and spellcasting ability modifier instead of the creature’s own. When you finish a long rest, this effect ends and you recover the expended spell slot as normal.


At 8th level, whenever you attempt to disarm a conflict or open a dialog in a heated situation, you have advantage on the related Charisma (Persuasion) or Charisma (Deception) checks, and your interlocutors have disadvantage on the related Wisdom (Insight) and Charisma (Intimidation) checks.

Summon Avatar

When you reach 17th level, you can directly call an avatar of your deity to your side. As an action, you summon a physical manifestation of your god, which remains for a number of rounds equal to your Wisdom modifier. The avatar’s stat block is the same as yours, except that its hit points are equal to your maximum hit points, your conditions do not carry over to it, and it is always visible and glowing (it provides as much light as a torch). Any creature that hits it with a melee weapon attack immediately takes radiant damage equal to your level. In combat, the avatar fights your enemies to the best of its abilities (you can control it if your GM authorizes it). If you ask it questions, it replies as if you had contacted it through a contact other plane spell (you do not make the Intelligence saving throw related to casting this spell). Once you use this feature, you can’t use it again until you finish a long rest. In addition, if less than seven days have elapsed since the last time you used it, there is a 50% chance that your deity will remain deaf to any attempt to summon it through this feature for the next year.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp